Talk:Options

Field of View
I added the new FOV setting to the table, but I'm wondering what the values 70 to 110 actually mean. I can't be the only one, so it'd be useful to have the information on this page. Could someone provide an explanation, either here or in the article? LTK 70 20:43, 18 September 2011 (UTC)
 * The number in the field of view slider obviously means the angle from the left hand side of the screen to the right. So 70 means I would have a view of 70 degrees in front of me (35 degrees either side of where I am facing) while a field of view of 360 would mean I would be able to see every direction around me (the whole screen would "loop" around and it would look rather trippy) --HexZyle 21:51, 20 September 2011 (UTC)

Ah, of course. I should have thought of that, really. Added a ° to the article. LTK 70 15:42, 21 September 2011 (UTC)
 * Sprinting adds 20. Flying adds 10 or 20 (I'm not sure which). Potions of speed add some and swimming decreases it. I have also heard that if you take a hacked high level speed potion, your view will be upside-down (probably because the FOV is over 180). Should there be a Field of View article? HotdogPi Come to my page! 22:43, 10 April 2012 (UTC)

I'd love a FOV article. Maybe showing the differences and any problems with higher FOV settings such as distortion. I'm not adept at optics in video games or I'd attempt it. Slacko 21:55, 25 June 2012 (UTC)

What the Hell?
Why does the "Render Distance" go to a new page? Surley it isn`t that hard to explain.166.127.1.227 19:32, 22 May 2012 (UTC)psycodragons

Cheats?
the cheats page directs here for enabling cheats. but no reference is made. 94.195.103.238 09:14, 3 August 2012 (UTC)

Not sure if bug
Setting GUI scale to small also makes everything in the Main Screen really small. Is this a bug? 'Cause there ain't no difference between big and normal.--62.242.64.212 11:19, 13 March 2013 (UTC)


 * Intended. The Main Screen is also the GUI. Also, there is a difference between large and normal, enlarge the Minecraft window or use a bigger screen. Setting mine to Auto on fullscreen is actually bigger than the large setting.  05:17, 14 March 2013 (UTC)

Super Secret Settings?
Alright, so I found this button labeled "Super Secret Settings." A random sound effect plays, and Steve starts getting a bit tipsy. Why is this not in the article?

What happened to anisotropic filtering and advanced OpenGL?
I probably missed something back during 1.8's development, but was there any explanation given as to why those settings were removed? --BombChu16 (talk) 17:02, 22 October 2015 (UTC)
 * Unsure about anisotropic filtering, but Advanced OpenGL is always enabled now, since basically every graphics card that can handle playing Minecraft now supports all the features needed for it. Theprismaticvoid (talk) 16:00, 17 June 2020 (UTC)

Voice Slider
In the sound menu there is a "Voice/Speech" slider. What is it used for? It does not seems to affect the narrator. Cracraft31 (talk) 09:29, 21 August 2019 (UTC)
 * It's for custom maps. Mapmakers can add custom sounds with "voice" tag and its volume can be changed using the Voice/Speech slider.
 * Waterrail (talk) 10:27, 21 August 2019 (UTC)

Default brightness changed to 50
Why the default brightness setting changed from Moody (0) to 50 in 21w39a? 49.228.179.14 06:02, 16 October 2021 (UTC)

Actual changes and future ideas
I think there will be some changes in the future versions. These are just mentioned feature, not a feature requests.

Actual changes in 1.18 development versions:
 * 21w39a: Changed default brightness from "Moody" to 50 (displayed as "Default" in-game).
 * 21w44a: Block and fluid ticking distance moved from "Render Distance" to "Simulation Distance". The minimum simulation distance is raised from 2 to 5 chunks.

Future ideas:
 * The default GUI scale will be changed from "Auto" to 4. This change will prevent the usage of higher GUI scales while playing the game early before setting the in-game Options, especially for larger computer displays like 4096×3072 display.
 * The default Max Framerate setting will be changed to 60 fps for 32-bit Java, and 120 fps for 64-bit Java.
 * The "View Bobbing" setting will be changed from "ON" to "OFF" to facilitate the real-life walking mechanics.
 * The "Particle" option will be revamped. It will use the numeric "levels" particle option as well as the name given after the numeric level (e.g. The highest level will allow all particles, and the level 0 will disable all particles).
 * The brightness option upper limit will be increased from 100 to 300. The in-game displayed values will be 100 (Bright), 200 (Brighter), and 300 (Brightest), respectively.
 * The default Biome Blend setting will be changed from 5x5 to 7x7 (a minor change).
 * The default setting for "Auto-Jump" will be changed from "ON" to "OFF".
 * The upper limit for FOV setting will be increased from 110 to 120, and the default setting will be changed from 70 to 75 (a minor change). The "Quake Pro" setting will be 120 instead of 110.
 * It will add "Grayscale" option for the "Colors" in chat settings. The "Grayscale" option will allow the player to see the chat in some shades of gray, as well as black.
 * The default settings for "Focused Height" and "Unfocused Height" in chat settings will be increased from 180px and 90px, to 240px and 120px, respectively (a minor change).

49.228.176.135 01:49, 10 November 2021 (UTC)


 * Also some fixes including:
 * Percentage sliders will display as "<1%", while it used to display as "0%" (from and ).

49.228.176.135 02:01, 10 November 2021 (UTC)

Notes about simulation distance

 * Mobs outside of simulation distance but within render ditance do not freeze entirely: They still have minimal animations on the spot, such as horses swishing their tails and bees "hovering" by moving their wings on the spot.


 * Mob behavior distances are still partially independent from render and simulation distances. Example: With a render distance and simulation distance of 25, sheep still despawn when more than about 10 chunks away, and they only turn on the spot and graze but do not walk around until the player gets within about 4 chunks. I am guessing that this is done remove unnecessary lag from faraway mobs.


 * For fluids, the differences can be easy to tell. A mountainside water source block that becomes rendered in a new chunk does not animate and turn into a waterfall until within simulation distance. In fact, you can pause the waterfall formation in mid-air by dipping in and out of simulation distance for it.

Other notes/observations welcome below! -SirFendi (talk) 14:03, 8 December 2021 (UTC)