Release notes
QuantumHy Changelog
In DevelopmentHytale • Latest version 0.2.1
Changelog version 0.2.1
Added
- Ring-weighted density: center chunks count fully, outer scan rings less (all entity types, no species tables)
baselineShrinkFraction: light trim even when density is open- Chunk-load shrink: extra pull from loaded + streaming chunk count (separate from LeanCore hot/sim radius)
configVersionmigration: upgradesQuantumHy.jsonfrom 0.2.0 on load; logs each remapped field
Changed
- Recalibrated defaults for normal play: density 1.0/4.0 per chunk, LOD 2.0x, vertical cull 32 blocks, visible entity cap 80
- MSPT governor: enter 48, sustain 4s, pressure density multiplier 1.45
- Normal gameplay benchmark (~5 min each, CapFrameX): +42% average FPS, +60% P5, +155% 1% low average, 95% less time under 60 FPS (mod on vs off)
- README and benchmark chart images updated (including comparison chart)
Fixed
- Config migration no longer skipped when Gson ran the no-arg constructor before overlaying JSON (
configVersionfield default) - Partial v1 migrations (old thresholds stuck at 0.2.0 values) repaired on
configVersion2
Notes
- Server-side only. Install QuantumHy-0.2.1.jar over 0.2.0
- Existing
QuantumHy.jsonmigrates on first boot; delete the file if you want a clean 0.2.1 default sheet
Changelog version 0.2.0
Added
- Entity cull system: vertical (Y) prune and optional per-player visible entity cap (
maxVisibleEntitiesPerPlayer) /qcommand:status,help, andperfsubcommands, with a runtime snapshot in status output- Spawn stream pause: holds ambient spawn while a player’s
ChunkTrackerstill has chunks loading - MSPT pressure governor: trims render levers when server tick time climbs (client effects on by default, world levers opt-in)
- Mod list icon (256×256) and updated manifest description
Changed
- LeanCore coexistence: clear knob ownership; QuantumHy yields chunk streaming when LeanCore throughput governance is on
- Adaptive pass: circular density scan, fewer allocations per tick, cached tracker reads
- Density curve: smoothstep between low/high thresholds so view changes feel less snappy at the edges
- Entity visible cap: bounded nearest heap instead of a full sort when capping visible entities
- Pressure shutdown: parallel world restore within one timeout budget
- README: CapFrameX benchmark section, test PC specs, chart images, new gameplay videos
Fixed
/q statusand/q helpnow run correctly- Config write failures are surfaced in the log
- LeanCore bridge no longer double-writes client view radius or chunk send rate when both mods are installed
Notes
- Server-side only. Install QuantumHy-0.2.0.jar over 0.1.0
- Existing
QuantumHy.jsonis kept; new keys are added on first run with safe defaults
Changelog version 0.1.0
Added
- First public release (
0.1.0) - Adaptive chunk view radius: samples entity density around each player and pulls their client view radius in when it gets crowded, back out in the open, never above what the player asked for
- Adaptive entity stream radius: shrinks how far entities are streamed to the client in mob-heavy spots, driven by the same density signal. The big win when you are looking at a crowd
- Global entity LOD culling: drops small and distant entities sooner, server-wide, with one tunable knob
- Density smoothing: an exponential moving average so a moving player’s view radius does not flip-flop on momentary spikes
- LeanCore takeover: if LeanCore is installed, QuantumHy turns off LeanCore’s client view-radius governance on startup and drives it itself, no config change on either side
- Verbose logging: one log line per world per pass with each player’s density and the exact view decision
Notes
- Server-side only. It helps where it is installed, never on a server you merely join
- Config is created at first run as
QuantumHy.jsonin the plugin data folder