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Server-side FPS mod for Hytale. Adapts each client's chunk view and entity stream to local density, with LOD, culling, and streaming caps. Normal play and crowds.

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QuantumHy

CurseForge

QuantumHy

QuantumHy is a server-side mod that makes your client run smoother in Hytale. It works by cutting how much the server tells your client to draw, and it adjusts that per player depending on where you are.

Known limitations

  • The server does not receive the client's FPS, so QuantumHy responds to entity density, streaming backlog, visible entity pressure, and server MSPT instead.
  • /q optimize off disables every per-player lever for that player. Explicit server-wide admin controls such as world levers, spawn pause, and global LOD still affect the whole world.

How it actually works

The Hytale client is native, so no mod can touch the renderer. What a server mod can do is decide how much each client has to render, and that's the whole trick here: fewer chunks and entities in view means fewer things to draw, which means more FPS.

Two honest limits:

  • It only helps where it's installed. Your singleplayer world, your own server, or a server that runs it. If you just join someone else's server, this can't do anything there.
  • It never pushes your view further than you asked for. Your own view radius is the cap. QuantumHy only ever pulls it down, never up.

What it does

Every few seconds it checks how crowded the area around each player is (lots of entities means expensive to render) and turns that into one shrink factor for two levers: chunk view radius and entity stream radius.

  • Packed area: both levers pull in toward the minimum. At full shrink the entity radius drops to the floor in one pass, not over many ticks.
  • Out in the open: expand is allowed only after load has been calm for a couple of passes, at least half the density scan is loaded, you are not flying, and the world is not hitching. Radius never jumps from min to full in one pass (at most +1 chunk per check).
  • Joining, streaming, or moving fast: it skips the density walk and holds expand so the client is not told to drop chunks it is still loading.
  • World hitching (high MSPT): expand stays frozen and shrink can step faster until both the recent average and the last tick are calm.

Out of the box there's no hard cap. If you'd rather trade some view distance for FPS everywhere, set targetClientViewRadius above 0.

It also smooths how fast chunks stream to you, so moving into fresh terrain arrives spread out instead of in one burst that makes the client hitch. That's the smoothChunkStreaming keys below.

On top of the radius it also:

  • Caps the client's own draw distance and fog to the trimmed radius, so the client actually stops drawing what the server stopped sending (clientRenderCapEnabled).
  • Watches how fast each client answers the server and how many packets it has queued. A client that falls behind gets a tighter radius and a gentler chunk rate (clientStrainEnabled).
  • Budgets far particles and 3D sounds per player. Effects within 16 blocks always go through (effectBudgetEnabled).
  • With LeanCore installed, tightens the radius while LeanCore reports the heap as tight (leanCoreMemoryAware).
  • Optional, off by default: fewer position updates for far entities (distantUpdateThrottleEnabled) and a wider item merge radius under server pressure (pressureItemMerge).

Each player can use /q optimize on|off. The preference is stored by UUID and does not change how QuantumHy treats anyone else.

Performance

I played the same session twice on Hytale 0.7.0: once without QuantumHy, once with 0.4.0 on its default config. Same world, same path, same client settings, same PC. Frame times come straight from the Hytale client, captured with PresentMon (the capture tool inside CapFrameX).

Test PC

Component Spec
CPU AMD Ryzen 5 3600
GPU NVIDIA GeForce GTX 1650 4GB
RAM 16 GB (2×8 GB)

What I did in each part

  • Fast flight (60 s): flew in a straight line over terrain nobody had loaded yet, much faster than you can sprint, so new chunks have to be generated and sent the whole time.
  • Mob crowd (90 s): stopped and spawned about 150 animals around me (sheep, cows, pigs, goats, chickens, boars).
  • Effects (60 s): stayed on the crowd and spammed explosions, fire and hit particles on top of it.
  • Circling (60 s): flew laps around the crowd with lighter effects still going, so the camera keeps sweeping across the mobs.
  • Flight back (60 s): flew back the same way I came.

Results

Part Without QuantumHy (avg / 1% low) QuantumHy 0.4.0 (avg / 1% low) Frames over 50 ms
Fast flight 65 / 7 142 / 48 40 → 1
Mob crowd 75 / 21 128 / 73 6 → 0
Effects 76 / 41 121 / 79 0 → 0
Circling 54 / 19 115 / 58 12 → 0
Flight back 58 / 15 107 / 42 30 → 1
Whole session 66 / 14 123 / 56 88 → 2

1% low is the average of the slowest 1% of frames, the number that tells you how bad the stutters get.

FPS over the whole session

Average FPS and 1% low per part

Worst frame of every second

Where the frames come from

  • Without QuantumHy the client drew a view of 24 chunks and got every mob within 768 blocks. With QuantumHy it settled at 12 chunks and mobs within 48 blocks (about 190 visible entities down to about 50). That is the trade: you see less far, and the crowd stops costing you frames.
  • In the fast flight the edge of the view loads a little behind you, because nobody moves that fast in survival. Normal sprinting (7 blocks/s) is well inside what the chunk stream keeps up with.
  • One session per setup, so differences under ~5% would be noise. The gaps above are not.

Config

Lives in QuantumHy.json in the plugin data folder, created on first run.

Key Default What it does
enabled true Turn the whole thing on or off.
verboseLog false Log every pass with each player's density and view decision. Off on new installs.
checkForUpdates true Notify operators or QuantumHy admins when the mod page lists a newer JAR.
tickIntervalSeconds 5 How often it re-checks each player.
initialDelaySeconds 20 Wait this long after start before the first pass.
targetClientViewRadius 0 Hard cap in chunks. 0 means no cap, just adapt.
minClientViewRadius 6 Never pull anyone below this.
maxClientViewRadius 32 Ceiling for the hard cap (your own view radius still wins).
adaptiveTerrainViewEnabled true Adapt terrain view radius during normal play.
emergencyTerrainTrimEnabled true Allow temporary terrain trim after sustained visual pressure.
clientRenderCapEnabled true Cap the client's draw distance and fog to the trimmed radius. Restart required.
clientStrainEnabled true Ease the radius and chunk rate for a client that falls behind. Restart required.
clientStrainFrameLagLowMs 25 Client main-loop lag (ms) where strain starts counting (about 40 FPS).
clientStrainFrameLagHighMs 60 Lag treated as fully strained (about 16 FPS).
clientStrainQueueLow 64 Client packet queue where strain starts counting.
clientStrainQueueHigh 512 Packet queue treated as fully strained.
effectBudgetEnabled true Budget far particles and 3D sounds per player. Restart required.
effectBudgetPerSecond 120 Far effects each player may receive per second.
effectProtectRadius 16 Effects within this many blocks are never dropped.
effectSoftRadius 48 Once half the budget is spent, effects beyond this are dropped first.
effectMaxDistance 0 Hard cut-off in blocks for positional effects. 0 = budget only.
distantUpdateThrottleEnabled false Send position updates for far entities less often. The latest position always arrives. Restart required.
distantUpdateNearBlocks 32 Entities closer than this get every update.
distantUpdateFarBlocks 64 Entities beyond this get every 4th update.
densityScanChunkRadius 4 How many chunks around you it counts entities in.
densityLowPerChunk 1.0 Weighted entities per chunk at or below this: you get the full radius (minus optional baseline).
densityHighPerChunk 4.0 Weighted entities per chunk at or above this: you get pulled to the minimum.
densityRingWeighting true Count center chunks fully, outer scan rings less (no per-species tables).
densityRingEdgeWeight 0.55 Ring weight at the scan edge when ring weighting is on (1.0 = flat count).
baselineShrinkFraction 0.10 Minimum shrink even in "open" density (0 = off).
chunkLoadShrinkEnabled true Extra shrink from loaded + streaming section count (render backlog).
chunkLoadLowChunks 2800 Loaded + loading sections at or below this: no chunk-load shrink. Also where the view settles when calm (about view 10 on 0.7).
chunkLoadHighChunks 5900 At or above this section count: chunk-load shrink hits full strength (about view 14).
densitySmoothing 0.4 Smooths the density signal so a moving player's view doesn't flip-flop. Lower is smoother; 1.0 is off.
adaptEntityRadius true Also shrink how far entities are streamed (not just chunks). The big win in mob-heavy spots.
minEntityViewBlocks 48 Never stream entities closer than this, in blocks (16 blocks = 1 chunk).
entityLodAggressiveness 1.0 Explicit global entity LOD override. 1.0 keeps the engine default.
maxEntityVerticalDistance 32 Drop entities too far above/below you from the stream (caves, ceilings). 0 = off.
maxVisibleEntitiesPerPlayer 80 Cap streamed entities per player in crowds (0 = off).
holdSpawnOnLoadingChunks false Pause environmental spawning during a heavy client stream backlog. Global admin control.
minViewRadiusDelta 2 Don't bother changing the view for tiny differences. Ramped +1 expands still apply.
maxExpandChunksPerPass 1 Max chunks the client view radius may increase in one pass.
maxShrinkChunksPerPass 2 Max chunks it may decrease in one pass (doubled under MSPT pressure).
maxExpandEntityBlocksPerPass 16 Max entity-stream blocks the radius may increase in one pass.
expandHysteresisPasses 2 Calm passes required before an expand is allowed.
worldPassBudgetMs 8 Wall-clock budget for radius writes on the world thread. 0 disables the cap.
pressureExitRequiresLastTick true Pressure only exits when both the 10s MSPT average and the last tick are calm.
respectStreamingGrace true Don't shrink while you're still loading chunks.
streamingBacklogThreshold 80 How many loading sections counts as "still streaming".
smoothChunkStreaming true Spread chunk streaming out so moving into new terrain doesn't hitch.
maxChunksPerSecond 128 Cap on sections streamed per second to a managed client. 0 keeps the engine default.
maxChunksPerTick 8 Cap on sections streamed per tick. 0 keeps the engine default.
streamCatchUpEnabled true Raise the managed cap temporarily after fast travel while MSPT is healthy.
streamCatchUpIntervalMs 250 Interval for the lightweight stream controller.
streamCatchUpPerSecond 256 Temporary healthy catch-up cap per second.
streamCatchUpPerTick 12 Temporary healthy catch-up cap per tick.
streamCatchUpHoldMs 1500 Minimum time to hold catch-up after fast movement.
leanCoreTakeover true If LeanCore is installed, take the view radius over from it (see below).
yieldToLeanCoreViewRadius false The opposite: leave the view radius to LeanCore (see below).
pressureGovernorEnabled true Tighten render levers when world MSPT stays high.
pressureMsptEnter 48 10s average MSPT at or above this enters pressure mode.
pressureMsptExit 43 MSPT at or below this exits pressure mode (hysteresis).
pressureSustainSeconds 4 How long MSPT must stay high before levers tighten.
pressureCooldownSeconds 15 How long MSPT must stay low before levers restore.
pressureDensityMultiplier 1.45 Under pressure, density thresholds tighten by this factor.
pressureChunkRateMultiplier 0.75 Under pressure, multiply chunk streaming caps.
pressureLodMultiplier 1.15 Pressure multiplier used only with an explicit global LOD value above 1.0.
pressureVerticalTrimBlocks 8 Under pressure, subtract from maxEntityVerticalDistance.
pressureWorldLevers false Under pressure, pause NPC spawn and block tick on the world config (restored on release).
pressureTrimClientEffects false Under pressure, trim bloom/sunshaft client effects (restored on release).
pressureEffectScale 0.5 Multiplier for client effect intensities while trimmed.
pressureItemMerge false Under pressure, merge dropped items from farther away so piles collapse into fewer entities. Restart required.
pressureItemMergeRadius 4.0 Merge radius in blocks while that is active (engine default is 2).
leanCoreMemoryAware true With LeanCore, tighten the radius while its heap tier is TIGHT or CRITICAL. Read-only.

Running with LeanCore

Both mods can run together. Each one owns different levers, so they are not fighting over the same ChunkTracker or Player fields.

Lever Who drives it (typical setup)
Client view radius QuantumHy when leanCoreTakeover=true (default). QuantumHy turns off LeanCore view governance on startup.
Entity stream radius QuantumHy
Hot/simulation radius LeanCore
Chunk send rate (maxChunks/s, maxChunks/tick) QuantumHy when smoothChunkStreaming=true (default)
MSPT render trim (density, LOD, vertical, effects) QuantumHy
Spawn stream pause QuantumHy
Zone dormancy / memory LeanCore

Defaults on both mods already line up: leanCoreTakeover=true, QuantumHy smoothChunkStreaming=true, LeanCore handling sim/memory. No extra LeanCore config required for a normal install.

Knobs if you need them

  • leanCoreTakeover (default true): QuantumHy drives client view radius and disables LeanCore view governance. Set false only if you want LeanCore on view radius instead (both mods may conflict).
  • yieldToLeanCoreViewRadius (default false): QuantumHy stays out of view radius and chunk send-rate entirely. Use this if you deliberately want LeanCore in charge of those levers.

Do not flip on QuantumHy pressureWorldLevers alongside LeanCore unless you mean to pause NPC spawn and block tick under MSPT. LeanCore does not touch those flags.

/q status shows live ownership (chunkRateOwner=, LeanCore: view=...) and the last adaptive pass per player.

Commands

  • /q optimize on|off (aliases /quantumhy, /qhy): persistently enable or disable per-player optimization for yourself.
  • /q status: players see only their own mode and last decision. Admins and console see full server diagnostics.
  • /q help: lists the commands.

Build

You need a Hytale install (that's where HytaleServer.jar comes from) and JDK 25.

./gradlew build

The jar lands in build/libs/. Drop it in %AppData%\Hytale\UserData\Mods\ on Windows.

Links

License

MIT. See LICENSE.

About

Server-side FPS mod for Hytale. Adapts each client's chunk view and entity stream to local density, with LOD, culling, and streaming caps. Normal play and crowds.

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