Improving FPS
If Theatrical: Realistic Pack (TRP) is causing lower FPS than expected, the best approach is to reduce rendering cost progressively rather than disabling everything at once.
TRP separates several parts of its rendering system, including:
- Fixture models
- Volumetric beams
- Surface projections
- Impact lights
- Beam occlusion
- Model level of detail
- Pixel effects
- Disco-ball reflections
This makes it possible to identify which part of a production is responsible for the largest performance cost.
Start With the Biggest Performance Changes
If you need more FPS quickly, try these changes first:
- Disable external shader packs.
- Change Model Quality to Performance.
- Change Beam Occlusion to Legacy.
- Reduce Detailed Model Distance.
- Reduce Maximum Beam Reach.
- Reduce Volumetric Beam Segments.
- Reduce Realistic Projection Steps.
- Reduce Minecraft Render Distance.
- Reduce simultaneous pixel/effect output.
These changes usually have a much larger impact than minor visual adjustments.
1. Disable External Shaders
External shader packs can significantly increase GPU workload when combined with TRP’s own integrated rendering systems.
If you are experiencing low FPS, first test the same scene with the external shader disabled.
TRP already provides its own systems for:
- Volumetric beams
- Projections
- Gobos
- Impact lighting
- Other fixture-related effects
Third-party shader compatibility and performance are not guaranteed.
2. Reduce Model Quality
TRP provides three fixture model quality options:
- Performance
- Balanced
- Quality
Default: Balanced
For improved FPS, try:
Performance
This reduces the rendering cost of detailed fixture bodies while allowing TRP’s optical systems to continue operating independently.
This is especially useful when many fixtures are visible at the same time.
3. Reduce Detailed Model Distance
Default: 9 chunks
TRP uses distance-based model level of detail.
Reducing Detailed Model Distance means distant fixtures switch to simplified rendering sooner.
Good values to test include:
- 4 chunks
- 6 chunks
- 8 chunks
This can provide a noticeable improvement on large festival or arena builds where many fixtures are visible at long distances.
4. Use Legacy Beam Occlusion
TRP provides:
- Legacy
- Realistic
beam occlusion modes.
Legacy performs less detailed world-geometry sampling and is therefore the more performance-oriented option.
Realistic can inspect more geometry information such as:
- Faces
- Corners
- Floors
- Walls
- Undersides
and therefore requires additional processing.
For large shows, use:
Legacy
unless Realistic interaction is specifically needed.
5. Reduce Beam Reach
Default: 96 blocks
TRP can render beam/projection reach from:
0–512 blocks
Longer ranges require the lighting system to consider larger areas of the world.
For indoor stages, try:
32–64 blocks
For normal concert setups:
64–96 blocks
Only use very long ranges when the venue actually requires them.
6. Reduce Volumetric Beam Segments
Range: 8–48
Default: 32
Higher segment counts can produce smoother beam volumes but require additional geometry.
For better performance, try:
- 24
- 16
- 12
TRP can also adaptively reduce beam segmentation when appropriate.
7. Reduce Projection Steps
Range: 8–128
Default: 48
Projection steps affect TRP’s detailed world-interaction calculations.
For performance-oriented setups, try:
- 32
- 24
- 16
This is especially useful when using many:
- Gobos
- Projections
- Long beams
- Complex world geometry
8. Reduce Minecraft Render Distance
Minecraft itself may already be rendering a very large amount of world geometry.
A high render distance combined with:
- Detailed fixtures
- Beams
- Projections
- Other mods
can create significantly more load.
Reducing Minecraft Render Distance can therefore improve performance even if TRP settings remain unchanged.
9. Watch Pixel Fixtures
Pixel fixtures can be significantly more demanding than simpler fixtures when their detailed personalities are actively used.
Examples include:
- Spiider
- Arianne 6
- LEDBeam 150
- TetraX
- Tetra2
- WTF!
These fixtures may contain many independently represented lighting elements.
For example:
- Tetra2 — 18 RGBW pixels
- TetraX — 9 RGBW pixels
- WTF! — 2 RGBW zones, 16 RGBW pixels and 12 white pixels
If FPS drops during large pixel effects, reduce the number of simultaneously active pixel fixtures before assuming the problem comes from fixture count alone.
10. Reduce Simultaneous Beams
The current renderer does not simply stop rendering beams after the legacy maximum-visible-beams setting.
Instead, active beams are handled by the newer rendering system.
This means very large numbers of simultaneously active beams can still create substantial rendering workload.
If necessary:
- Reduce active fixture output
- Use shorter beam ranges
- Use Legacy occlusion
- Reduce beam segments
11. Reduce Gobo & Projection Usage
Projected gobos can include:
- Rotation
- Indexing
- Shake
- Focus-dependent blur
- Surface projection
TRP also provides multiple precomputed blur levels for projected gobo textures.
Large quantities of active projected gobos can therefore be more expensive than simple open beams.
When troubleshooting performance, compare:
Open Beam
against:
Projected Gobo
to see whether projections are a major contributor.
12. Watch Disco Ball Reflections
TRP disco-ball reflections are derived from real active fixture beams.
The system calculates:
- Source beam colour
- Intensity
- Rotation
- Ray intersections
- World collisions
The reflection workload is adaptively budgeted, and the active source-beam registry is internally capped at 256 entries.
Large numbers of active beams combined with several disco balls can still add noticeable rendering load.
Use Diagnostic Rendering
TRP provides diagnostic switches that can independently disable parts of the renderer.
Available controls include:
- Physical Fixture Models
- Volumetric Beams
- Projections
- Impact Lights
These are particularly useful when you do not know which system is causing the performance problem.
Diagnostic Test: Fixture Models
Temporarily disable physical fixture models.
If FPS improves significantly, the main problem may be:
- Model complexity
- Too many visible fixtures
- Excessive detailed-model distance
Try reducing:
Model Quality
and:
Detailed Model Distance
Diagnostic Test: Beams
Temporarily disable volumetric beams.
If FPS improves significantly, review:
- Beam Reach
- Beam Segments
- Beam Occlusion
- Number of simultaneous active beams
Diagnostic Test: Projections
Disable projections temporarily.
If performance improves, review:
- Gobo usage
- Projection Steps
- Beam Reach
- Realistic Occlusion
- Number of projected effects
Diagnostic Test: Impact Lights
Disable Impact Lights temporarily.
If this produces a noticeable improvement, impact-light rendering is contributing significantly to the scene cost.
Performance Profiling
TRP includes optional renderer profiling.
When enabled, accumulated renderer information can be reported approximately every:
120 rendered frames
This can be useful when comparing different settings or diagnosing unusually expensive scenes.
Profiling is primarily intended for:
- Troubleshooting
- Development
- Bug reports
- Performance comparison
and does not normally need to remain enabled during everyday gameplay.
If Performance Suddenly Collapses
If TRP performance suddenly becomes much worse than normal:
- Check whether an external shader was enabled.
- Check whether Beam Occlusion changed to Realistic.
- Check whether Beam Reach was increased.
- Check whether a large pixel effect was activated.
- Check whether many projected gobos are active.
- Check whether multiple disco balls are receiving beams.
- Reduce Minecraft Render Distance temporarily.
- Use TRP diagnostic switches.
Change one variable at a time whenever possible.
Large Production Strategy
For very large stages, it is usually better to optimise the entire show rather than simply lowering every visual setting.
For example:
- Use detailed models near the audience.
- Allow distant fixtures to use LOD.
- Keep beam reach appropriate to the venue.
- Use Realistic occlusion only where its visual benefit matters.
- Avoid unnecessary full-pixel output on every fixture.
- Limit complex projections when they are not visible.
- Disable external shaders during performance-critical shows.
TRP’s renderer is designed so physical fixture detail and lighting effects can be managed separately.
Recommended Troubleshooting Order
If FPS is still too low, follow this order:
- Disable external shader packs.
- Set Model Quality to Performance.
- Reduce Detailed Model Distance.
- Use Legacy Occlusion.
- Reduce Beam Reach.
- Reduce Beam Segments.
- Reduce Projection Steps.
- Reduce Minecraft Render Distance.
- Reduce pixel fixture activity.
- Reduce simultaneous projected gobos.
- Reduce disco-ball reflection complexity.
- Use diagnostic renderer switches.
- Enable performance profiling if further investigation is required.
This approach normally makes it much easier to identify the actual performance bottleneck instead of reducing every TRP feature at once.