JVM Arguments#

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A lot of 🚩#

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.

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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

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


🆚️ This documentation assumes the latest OptiFine version. Notes are not made for legacy versions (1.8).
🔙️ This documentation is updated to commit 8410499f.
©️ This file is offered without any copyright restrictions. Please copy and modify it to suit your needs. Credit is optional, but appreciated.