JVM Arguments

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OptiFine supports running the game with arguments, some of which are not available in the options menu.

The system properties have to be added in the field "JVM Arguments" in the launcher profile. All arguments must be prefixed with -D.

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The profile's "edit" screen, with the JVM ARGUMENTS field selected.

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A list of the installations, with the "edit" drop-down option hovered.

Argument

Values

Meaning

log.detail

Boolean

Enables extended logging.

saveTextureMap

Boolean

Save the final texture map/atlas in the folder debug/.

shaders.debug.save

Boolean

Save the final shader sources in the folder shaderpacks/debug/.

animate.model.living

Boolean

Automatically animate all mob models.
Useful for testing Custom Entity Models.

player.models.local

Boolean

Load the player models from the folder playermodels/.

frame.time

Boolean

Show frame time in milliseconds instead of FPS.

New in version G6.

gl.debug.groups

Boolean

Enable OpenGL debug groups.

gl.ignore.errors

List of integers

Ignore OpenGL errors based on the comma seperated list of error IDs.

cem.debug.models

Boolean

CEM debug models.
Automatically generate CEM models for all supported entities using different colors for each model part
The part names and colors are written in the log.

chunk.debug.keys

Boolean

Enables chunk debug keys, see Debug Keys.

New in version H3.

For example, to enable extended logging, add -Dlog.detail=true to the JVM arguments.


Assumes latest OptiFine version.
Updated to commit 8ed2130d.