{
  "sodium.options.smooth_lighting.tooltip": "Controls whether blocks will be smoothly lit and shaded. This slightly increases the amount of time needed to re-build a chunk, but doesn\u0027t affect frame rates.",
  "sodium.options.cpu_render_ahead_limit.name": "CPU Render-Ahead Limit",
  "sodium.options.weather_quality.tooltip": "Controls the quality of rain and snow effects.",
  "sodium.options.enable_memory_tracing.name": "Enable Memory Tracing",
  "sodium.options.clouds_quality.tooltip": "Controls the presence of rendered clouds in the sky.",
  "sodium.option_impact.medium": "Medium",
  "sodium.options.allow_direct_memory_access.tooltip": "If enabled, some critical code paths will be allowed to use direct memory access for performance. This often greatly reduces CPU overhead for chunk and entity rendering, but can make it harder to diagnose some bugs and crashes. You should only disable this if you\u0027ve been asked to or otherwise know what you\u0027re doing.",
  "sodium.options.leaves_quality.tooltip": "Controls the quality of leaves.",
  "sodium.options.pages.performance": "Performance",
  "sodium.options.chunk_memory_allocator.async": "Async",
  "sodium.options.entity_distance.tooltip": "Controls how far away entities can render from the player. Higher values increase the render distance at the expense of frame rates.",
  "sodium.options.particle_quality.name": "Particle Quality",
  "sodium.options.always_defer_chunk_updates.name": "Always Defer Chunk Updates",
  "sodium.options.fps_limit.tooltip": "Limits the maximum number of frames per second. This can help reduce battery usage and general system load when multi-tasking. If V-Sync is enabled, this option will be ignored unless it is lower than your display\u0027s refresh rate.",
  "sodium.options.chunk_memory_allocator.swap": "Swap",
  "sodium.option_impact.high": "High",
  "sodium.options.chunk_memory_allocator.name": "Chunk Memory Allocator",
  "sodium.options.cpu_render_ahead_limit.tooltip": "Specifies the maximum number of frames the CPU can be waiting on the GPU to finish rendering. Very low or high values may create frame rate instability.",
  "sodium.options.chunk_update_threads.tooltip": "Specifies the number of threads to use for chunk building. Using more threads can speed up chunk loading and update speed, but may negatively impact frame times.",
  "sodium.options.biome_blend.value": "%s block(s)",
  "sodium.options.particle_quality.tooltip": "Controls the maximum number of particles which can be present on screen at any one time.",
  "sodium.options.use_persistent_mapping.tooltip": "If enabled, a small amount of memory will be persistently mapped as a staging buffer for chunk uploading, helping to reduce CPU overhead and frame time instability when loading or updating chunks.\n\nRequires OpenGL 4.4 or ARB_buffer_storage.",
  "sodium.options.mipmap_levels.tooltip": "Controls the number of mipmaps which will be used for block model textures. Higher values provide better rendering of blocks in the distance, but may adversely affect performance with many animated textures.",
  "sodium.options.brightness.tooltip": "Controls the brightness (gamma) of the game.",
  "sodium.option_impact.low": "Low",
  "sodium.options.autosave_indicator.tooltip": "If enabled, an indicator will be shown when the game is saving the world to disk.",
  "sodium.options.biome_blend.tooltip": "Controls the range which biomes will be sampled for block colorization. Higher values greatly increase the amount of time it takes to build chunks for diminishing improvements in quality.",
  "sodium.options.simulation_distance.tooltip": "The simulation distance controls how far away terrain and entities will be loaded and ticked. Shorter distances can reduce the internal server\u0027s load and may improve frame rates.",
  "sodium.options.allow_direct_memory_access.name": "Allow Direct Memory Access",
  "sodium.options.fullscreen.tooltip": "If enabled, the game will display in full-screen (if supported).",
  "sodium.options.use_particle_culling.tooltip": "If enabled, only particles which are determined to be visible will be rendered. This can provide a significant improvement to frame rates when many particles are nearby.",
  "sodium.options.always_defer_chunk_updates.tooltip": "If enabled, rendering will never wait for chunk updates to finish, even if they are important. This can greatly improve frame rates in some scenarios, but it may create significant visual lag in the world.",
  "sodium.options.chunk_update_threads.name": "Chunk Update Threads",
  "sodium.options.cpu_render_ahead_limit.value": "%s frame(s)",
  "sodium.option_impact.extreme": "Extreme",
  "sodium.options.use_block_face_culling.tooltip": "If enabled, only the sides of blocks which are facing the camera will be submitted for rendering. This can eliminate a large number of block faces very early in the rendering process, saving memory bandwidth and time on the GPU. Some resource packs may have issues with this option, so try disabling it if you\u0027re seeing holes in blocks.",
  "sodium.options.use_particle_culling.name": "Use Particle Culling",
  "sodium.options.pages.advanced": "Advanced",
  "sodium.options.use_entity_culling.name": "Use Entity Culling",
  "sodium.options.vignette.name": "Vignette",
  "sodium.options.use_persistent_mapping.name": "Use Persistent Mapping",
  "sodium.options.vignette.tooltip": "If enabled, a vignette effect will be rendered on the player\u0027s view. This is very unlikely to make a difference to frame rates unless you are fill-rate limited.",
  "sodium.options.pages.quality": "Quality",
  "sodium.options.use_entity_culling.tooltip": "If enabled, entities determined not to be in any visible chunks will be skipped during rendering. This can help improve performance by avoiding the rendering of entities located underground or behind walls.",
  "sodium.options.performance_impact_string": "Performance Impact: %s",
  "sodium.options.buttons.donate": "Buy us a coffee!",
  "sodium.options.chunk_memory_allocator.tooltip": "Selects the memory allocator that will be used for chunk rendering.\n- ASYNC: Fastest option, works well with most modern graphics drivers.\n- SWAP: Fallback option for older graphics drivers. May increase memory usage significantly.",
  "sodium.options.buttons.apply": "Apply",
  "sodium.options.use_fog_occlusion.name": "Use Fog Occlusion",
  "sodium.options.animate_only_visible_textures.tooltip": "If enabled, only animated textures determined to be visible will be updated. This can provide a significant boost to frame rates on some hardware, especially with heavier resource packs. If you experience issues with some textures not being animated, try disabling this option.",
  "sodium.options.use_fog_occlusion.tooltip": "If enabled, chunks which are determined to be fully hidden by fog effects will not be rendered, helping to improve performance. The improvement can be more dramatic when fog effects are heavier (such as while underwater), but it may cause undesirable visual artifacts between the sky and fog in some scenarios.",
  "sodium.option_impact.varies": "Varies",
  "sodium.options.buttons.undo": "Undo",
  "sodium.options.view_distance.tooltip": "The render distance controls how far away terrain will be rendered. Shorter distances mean that less terrain will be rendered, improving frame rates.",
  "sodium.options.leaves_quality.name": "Leaves Quality",
  "sodium.options.enable_memory_tracing.tooltip": "Debugging feature. If enabled, stack traces will be collected alongside memory allocations to help improve diagnostic information when memory leaks are detected.",
  "sodium.options.animate_only_visible_textures.name": "Animate Only Visible Textures",
  "sodium.options.entity_shadows.tooltip": "If enabled, basic shadows will be rendered beneath mobs and other entities.",
  "sodium.options.gui_scale.tooltip": "Sets the maximum scale factor to be used for the user interface. If \u0027auto\u0027 is used, then the largest scale factor will always be used.",
  "sodium.options.use_block_face_culling.name": "Use Block Face Culling",
  "sodium.options.view_bobbing.tooltip": "If enabled, the player\u0027s view will sway and bob when moving around. Players who experience motion sickness while playing can benefit from disabling this.",
  "sodium.options.v_sync.tooltip": "If enabled, the game\u0027s frame rate will be synchronized to the monitor\u0027s refresh rate, making for a generally smoother experience at the expense of overall input latency. This setting might reduce performance if your system is too slow.",
  "sodium.options.graphics_quality.tooltip": "The default graphics quality controls some legacy options and is necessary for mod compatibility. If the options below are left to \"Default\", they will use this setting.",
  "sodium.options.attack_indicator.tooltip": "Controls where the Attack Indicator is displayed on screen."
}