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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.


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.


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.


SettingEffectDefault
render-interval-ticksTicks between shared render passes. Lower values look smoother but do more work.2
initial-delay-ticksDelay before rendering starts after startup or reload.20
view-distanceMaximum renderer visibility radius in blocks.32.0
pixel-stepUses every nth eligible raster pixel. Higher values reduce detail and particles.1
max-points-per-rendererCaps cached points while retaining the overall text shape through even sampling.1500
max-text-lengthLimits command input and truncated placeholder output.128
placeholder-refresh-ticksInterval between dynamic PlaceholderAPI resolutions.100

Changes take effect after /pt reload.