Zone 1: Materials and Shading. Get ruthless—force backface culling and turn off alpha blending on solid objects, so you’re not rendering stuff nobody sees. Go with fp16 low-precision floats and skip particle depth writes to lighten the GPU’s load. Don’t go crazy with global lights and just use a flat color for water reflections. Nobody’s checking themselves out in a phone puddle.
Zone 2: Textures and Atlases. Lock terrain textures at 16x16, set mipmaps to zero, squash images down to 8-bit, and stop all animated texture ticking. That’ll keep VRAM from melting down. Stick with perfect power-of-two squares and bundle up all your UI icons, no more messy single sheets.
Zone 3: Environment and Lighting JSONs. Stick to the current spec layouts. Instead of fancy volumetric fog, just check distance linearly. Flatten clouds to cheap 2D planes, lower the number of weather particles, and ditch smooth blending between neighboring biomes.
Zone 4: Models and Actors. Axe directional shadows on little stuff and less important mobs. Keep your cube geometry basic, limit how deep you go with animation bones, and forget about animated glint overlays on gear—nobody needs their iron boots sparkling.
Zone 5: Client Controls and Overrides. Make JSON strict, chop particle lifespans down, turn off block physics, and keep your audio channel count low. This way, you leave memory open where you really need it: for active graphics.
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