Nvidium Visual Quality Settings: Temporal Coherence, Translucency Sorting, Fog, and More
Nvidium exposes its visual quality controls through its settings interface rather than through crafting or items. The options below cover temporal coherence, translucency sorting, fog rendering, and several related performance and memory toggles. Each one is described in terms of what it changes and how to reach it.
Temporal Coherence
Enables temporal coherence is a toggle whose purpose is to remove artifacting that appears when you turn around. If you notice visual noise or smearing as the camera rotates, enabling this option is the intended fix. It is a simple on/off setting in the interface.
Translucency Sorting
Translucency Sorting is a level selector rather than a simple toggle. Each level carries a different balance of performance cost and visual quality, and the available choices are:
- None — No translucency sorting is performed. There is no performance impact, but the result can look quite bad.
- Sections — Sorts translucency at the section level, bringing it to the same standard as Sodium. The performance impact is minimal.
- Quads — Performs incremental sorting, meaning geometry is sorted correctly across multiple frames. This can produce visual weirdness while the sorting is still in progress.
- Sodium — Defers to Sodium's own translucency sorting instead of Nvidium's.
Pick the level that matches how much visual imperfection you are willing to accept against the frame cost you can afford.
Fog
Should fog be rendered controls whether fog appears in the scene. Turn it off if you prefer a clear view without distance fog; leave it on if you want fog drawn as usual.
Memory Settings
Automatic memory limit determines the memory limit automatically based on how much VRAM your system has available. One important detail: after changing this, you must close and reopen the settings screen before the maximum memory value becomes editable.
The related Max gpu memory allowed value caps how much GPU memory Nvidium may use. If that limit is reached, chunks will begin to be culled.
Region Loading
Region Keep Distance sets how far regions are kept loaded. The setting carries a warning: it can cause issues, and the recommended approach is to rely on a mod such as Bobby for this behaviour and leave the option to Vanilla instead.
Performance and Compatibility Toggles
- Use sodium vertex format — Switches to Sodium's vertex format. This is less performant and consumes more VRAM, but it may resolve issues with certain mods.
- Cull degenerate triangles — Removes degenerate triangles to improve performance.
- Use NV fragment shader barycentric — Provides better performance when enabled.
- Statistics logging level — Sets the logging level for statistics, tracking the visibility count of cull layers.
- Asynchronous bfs chunk section loading — Loads chunk sections asynchronously, which greatly reduces frame time while moving. The benefit is more noticeable at higher render distances.
How to Operate These Settings
All of the options above live in Nvidium's settings interface. Open that interface and adjust each control directly; toggles switch on or off, while Translucency Sorting and Statistics logging level are chosen from a list of levels. If any of these actions are also bound to a hotkey, use the corresponding hotkey and set it in the controls menu — no default key is assumed here.
A practical order of operations: decide your Translucency Sorting level first, since it has the widest range of visual and performance outcomes. Then enable Enables temporal coherence if turning causes artifacting. Set Should fog be rendered according to taste, configure Automatic memory limit and the maximum GPU memory if you are managing VRAM, and only then reach for the compatibility toggles such as Use sodium vertex format if you hit mod-related problems. Leave Region Keep Distance alone unless you have a specific reason to change it.