profile.POTATO=§2Minimum
profile.LOW=§aPerformance
profile.MEDIUM=§bMedium
profile.BALANCED=§eBalanced (recommended)
profile.HIGH=§6High
profile.ULTRA=§cMaximum quality

screen.QUALITY=Quality
screen.QUALITY.comment=Core quality and performance settings.
screen.ANTIALIASING=Anti-aliasing
screen.ANTIALIASING.comment=Reduces jagged edges and shimmering fine detail.
screen.UPSCALE=Resolution and upscaling
screen.UPSCALE.comment=Scene resolution, temporal upscaling and independent resolution controls for smooth effects.
screen.EFFECTS=Effects
screen.EFFECTS.comment=Additional visual effects.

option.AA_MODE=Anti-aliasing method
option.AA_MODE.comment=FXAA filters the completed frame. Temporal uses reprojection, depth and history without projection-jitter wobble.
value.AA_MODE.0=Off
value.AA_MODE.1=FXAA — fast
value.AA_MODE.2=Temporal — history
option.TEMPORAL_FRAMES=Temporal history
option.TEMPORAL_FRAMES.comment=Maximum trusted length of the full-resolution Temporal history. New, moving and translucent surfaces automatically use fewer frames. 8 is recommended; 1 disables accumulation.

option.UPSCALE_MODE=EASU + Temporal
option.UPSCALE_MODE.comment=Iris: improves performance using reduced resolution, EASU/RCAS and compute temporal resolve. OptiFine safely uses native resolution and the FXAA/TAA fallback. This is not official FSR 2.
value.UPSCALE_MODE.0=Off
value.UPSCALE_MODE.1=On
option.RENDER_SCALE=Internal resolution
option.RENDER_SCALE.comment=Per-axis resolution for the Iris compute upscaler. OptiFine uses native resolution. Lower values improve Iris performance at the cost of detail.
value.RENDER_SCALE.0.50=50% — Maximum FPS
value.RENDER_SCALE.0.59=59% — Performance
value.RENDER_SCALE.0.67=67% — Balanced
value.RENDER_SCALE.0.77=77% — Ultra Quality
value.RENDER_SCALE.0.85=85% — Near native
value.RENDER_SCALE.1.00=100% — Native
option.UPSCALE_QUALITY=Reconstruction filter
option.UPSCALE_QUALITY.comment=Fast uses hardware linear filtering and RCAS. EASU reconstructs edges better but performs 12 samples per display pixel.
value.UPSCALE_QUALITY.0=Fast — FPS
value.UPSCALE_QUALITY.1=EASU — quality
option.FSR_SHARPNESS=FSR sharpness filter
option.FSR_SHARPNESS.comment=RCAS uses lower numbers for stronger sharpening. Balanced is recommended.
value.FSR_SHARPNESS.0.00=Sharpest
value.FSR_SHARPNESS.0.25=Very sharp
value.FSR_SHARPNESS.0.50=Sharp
value.FSR_SHARPNESS.0.75=Slightly sharp
value.FSR_SHARPNESS.1.00=Balanced
value.FSR_SHARPNESS.1.25=Slightly soft
value.FSR_SHARPNESS.1.50=Soft
value.FSR_SHARPNESS.2.00=Very soft

option.SHADOW_SAMPLES=Shadow quality
option.SHADOW_SAMPLES.comment=Number of soft-shadow samples. High values have a noticeable performance cost.
value.SHADOW_SAMPLES.0=Off
value.SHADOW_SAMPLES.4=Very low
value.SHADOW_SAMPLES.8=Low
value.SHADOW_SAMPLES.12=Medium
value.SHADOW_SAMPLES.16=High
value.SHADOW_SAMPLES.24=Very high
value.SHADOW_SAMPLES.32=Maximum

option.shadowMapResolution=Shadow map resolution
option.shadowMapResolution.comment=Controls shadow-edge detail. 4096 gives the cleanest image but costs more video memory and performance.
value.shadowMapResolution.1024=1024 — Fast
value.shadowMapResolution.1536=1536 — Medium
value.shadowMapResolution.2048=2048 — Quality
value.shadowMapResolution.3072=3072 — Very high
value.shadowMapResolution.4096=4096 — Maximum

option.shadowDistance=Shadow distance
option.shadowDistance.comment=Sun-shadow radius around the player. A larger distance reduces detail at the same map resolution.
value.shadowDistance.64.0=4 chunks
value.shadowDistance.96.0=6 chunks
value.shadowDistance.128.0=8 chunks
value.shadowDistance.160.0=10 chunks
value.shadowDistance.192.0=12 chunks
value.shadowDistance.256.0=16 chunks

option.entityShadowDistanceMul=Entity shadow distance
option.entityShadowDistanceMul.comment=Shadow range for chests, signs, mobs and other entities relative to the general shadow distance.
value.entityShadowDistanceMul.0.25=25% — Fast
value.entityShadowDistanceMul.0.50=50% — Balanced
value.entityShadowDistanceMul.1.00=100% — Maximum
option.SHADOW_SOFTNESS=Shadow softness
option.SHADOW_SOFTNESS.comment=Controls penumbra size. Contact remains defined while the distant part of a shadow becomes softer.
value.SHADOW_SOFTNESS.0.65=Sharp
value.SHADOW_SOFTNESS.1.00=Natural
value.SHADOW_SOFTNESS.1.35=Soft
option.FOG_QUALITY=Fog quality
option.FOG_QUALITY.comment=Controls the quality of atmospheric fog.
value.FOG_QUALITY.0=Off
value.FOG_QUALITY.1=Fast
value.FOG_QUALITY.2=Quality
option.REFLECTIONS=Reflections
option.REFLECTIONS.comment=Screen-space water reflections. They can reflect only objects already visible on screen.
value.REFLECTIONS.0=Off
value.REFLECTIONS.1=Balanced
value.REFLECTIONS.2=Quality
option.VOLUMETRICS=Volumetric lighting
option.VOLUMETRICS.comment=Balanced keeps the inexpensive analytical haze. Raymarched performs 32 full-resolution density-integration steps with colored shadow-map transmission and procedural cloud occlusion.
value.VOLUMETRICS.0=Off
value.VOLUMETRICS.1=Balanced
value.VOLUMETRICS.2=Raymarched — Ultra
option.CLOUD_QUALITY=Cloud quality
option.CLOUD_QUALITY.comment=Controls procedural cloud quality and detail.
value.CLOUD_QUALITY.0=Off
value.CLOUD_QUALITY.1=Fast
value.CLOUD_QUALITY.2=Quality
value.CLOUD_QUALITY.3=Maximum
option.CLOUD_RESOLUTION=Cloud resolution
option.CLOUD_RESOLUTION.comment=Iris reconstructs the smooth cloud layer at half resolution. OptiFine uses the compatible full-resolution fragment fallback.
value.CLOUD_RESOLUTION.0=Half (Iris)
value.CLOUD_RESOLUTION.1=Native — quality

option.AO=Contact shadows
option.AO.comment=Adds subtle darkening in corners and where blocks meet.
value.AO.0=Off
value.AO.1=On
option.BLOOM=Bloom
option.BLOOM.comment=Adds a soft glow around bright light sources.
value.BLOOM.0=Off
value.BLOOM.1=On
option.BLOOM_RESOLUTION=Bloom resolution
option.BLOOM_RESOLUTION.comment=Iris computes smooth glow at one quarter of the pixels. OptiFine uses the compatible full-resolution fragment fallback.
value.BLOOM_RESOLUTION.0=Half (Iris)
value.BLOOM_RESOLUTION.1=Native — quality
option.CAVE_BRIGHTNESS=Unlit cave brightness
option.CAVE_BRIGHTNESS.comment=Deepens sealed surfaces and entities without skylight, Minecraft block light or held light. Lower values keep caves darker; motivated light remains readable.
value.CAVE_BRIGHTNESS.0.55=Pitch black
value.CAVE_BRIGHTNESS.0.65=Very dark
value.CAVE_BRIGHTNESS.0.72=NOISE mood
value.CAVE_BRIGHTNESS.0.85=Readable
value.CAVE_BRIGHTNESS.1.00=Vanilla lighting
option.EMISSIVE_MATERIALS=Luminous cave materials
option.EMISSIVE_MATERIALS.comment=Makes only the coloured mineral or luminous pixels of redstone, diamond, emerald, lapis, amethyst, glow lichen, glow berries and sculk emit HDR light. Host stone and nearby walls remain physically unlit.
value.EMISSIVE_MATERIALS.0=Off
value.EMISSIVE_MATERIALS.1=On
option.EMISSIVE_STRENGTH=Material glow strength
option.EMISSIVE_STRENGTH.comment=Controls the HDR emission before bloom and tone mapping. The default creates coloured accents without lighting the whole cave.
value.EMISSIVE_STRENGTH.0.25=Faint
value.EMISSIVE_STRENGTH.0.50=NOISE mood
value.EMISSIVE_STRENGTH.0.75=Soft bloom
value.EMISSIVE_STRENGTH.1.00=Bright
value.EMISSIVE_STRENGTH.1.25=Intense
option.WAVES=Water waves
option.WAVES.comment=Animates water surfaces.
value.WAVES.0=Off
value.WAVES.1=On
option.WIND=Wind animation
option.WIND.comment=Animates grass, leaves and other plants.
value.WIND.0=Off
value.WIND.1=On
option.VIGNETTE=Vignette
option.VIGNETTE.comment=Adds subtle darkening around the image edges.
value.VIGNETTE.0=Off
value.VIGNETTE.1=On
option.EYE_ADAPTATION=Automatic exposure
option.EYE_ADAPTATION.comment=Dense log-luminance HDR metering resists movement and isolated outliers, opens dark interiors gradually, and adapts faster to bright scenes. Each dimension keeps its authored mood and exposure limits.
value.EYE_ADAPTATION.0=Off
value.EYE_ADAPTATION.1=Cinematic
