Rendering and Performance
Particle Text converts each renderer’s text into a cached point cloud. A single shared scheduler then sends those points only to eligible nearby players.
Point Cloud Generation
Section titled “Point Cloud Generation”The configured Java AWT font rasterizes text into an image. Eligible foreground pixels become particle points; inverted renderers use background pixels instead. Scale and three-axis rotation are applied before those points are placed in the world.
Point clouds are cached. They are rebuilt when a renderer’s visual data changes or when dynamic PlaceholderAPI text resolves to a different value.
Viewer Filtering
Section titled “Viewer Filtering”Before particles are sent, the renderer checks whether it is enabled, whether its world is available, and whether each viewer is inside performance.view-distance. Players outside the configured radius are skipped.
The performance.force-particles option controls whether particle packets ignore a player’s reduced particle preference. Leave it disabled unless visibility is more important than client-side particle settings.
Performance Controls
Section titled “Performance Controls”| Setting | Effect | Default |
|---|---|---|
render-interval-ticks | Ticks between shared render passes. Lower values look smoother but do more work. | 2 |
initial-delay-ticks | Delay before rendering starts after startup or reload. | 20 |
view-distance | Maximum renderer visibility radius in blocks. | 32.0 |
pixel-step | Uses every nth eligible raster pixel. Higher values reduce detail and particles. | 1 |
max-points-per-renderer | Caps cached points while retaining the overall text shape through even sampling. | 1500 |
max-text-length | Limits command input and truncated placeholder output. | 128 |
placeholder-refresh-ticks | Interval between dynamic PlaceholderAPI resolutions. | 100 |
Changes take effect after /pt reload.