Global Illumination
DDGI probe-volume indirect lighting
Look
Look Sensitivity
Camera turning speed — mouse & touch
18
Invert Look X
Invert Look Y
Free Crosshair
Movement
Player Collision
Stop & slide against terrain and constructs
Audio
Mute
Master Volume
100
Music
Background music
100
Sound Effects
Tools, footsteps, world events
100
Voice
Character babble
100
Voice Preview
Hear your own babble voice
Interface
Menu & UI clicks
100
Key Bindings
Debug Rendering
Debug Overlays
Region State Wireframes
Filter: Pending
Filter: Cached
Filter: GPU
Filter: Empty
Region Loading
Single Region Mode
Only load the region the player is in
Force Detail Level
Override pruning level
DDGI Debug View
Phase 5 cascade diagnostics: τ heatmaps per tier (white = transmissive = leak source at indoor pixels) and visibility-ray activity (R=blocked, G=visible, B=other-skip). (DDGI mode only.)
Macro Normals Viz
Output gbuffer normal directly as RGB (n*0.5+0.5). Bypasses lighting. Works in all GI modes. Use to spot per-voxel-classifier anomalies.
No Vis First-Touch Reset
Skip the 0xFF→0x00 reset on first cage write per leaf. Tests whether partial-active cages clobber inactive-corner bits to "blocked". Effect propagates over a few seconds as cages re-burst.
HUD Groups
Camera & Position
Region Stats
Entity Stats
DDGI Probes & Lights
Normals SVT
Visibility SVT
GPU Pass Times
Performance Metrics
pos: —
facing: —
loaded: 0 chunks
entities: 0 (0 resident)
ddgi: —
normals: —
vis: —
vis-build: —
gpu: —
fps: —
DDGI atlas debug — F4 to hide · arrows pan · +/− scale · A alpha view · G grid
hover the overlay to inspect a texel
Click a tile to pick up. Drop onto a bar slot to place; click elsewhere to discard.