> ## Documentation Index
> Fetch the complete documentation index at: https://docs.refined.frotty27.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Draw Distance settings

> Every Refined - Graphics setting on the Draw Distance tab: what it does, its unit, range and default.

These are the rows on the **Draw Distance** tab of **Options > Refined - Graphics**. The game's own options on the same tab are not listed here.

## View Distance

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Forests to the Horizon**<br />`forests_to_horizon.enabled` | Forests continue past the tree line to the horizon as distant tree images, so the far hills stay wooded and trees no longer appear in large squares as you walk. | On or off | On |
| **Forest Distance**<br />`forests_to_horizon.distance_m` | How far away the forest is drawn as distant tree images. Thick fog hides them sooner. Higher values cost frames on hills. | 800 to 2000<br />metres | `1500` |
| **Steady Occlusion**<br />`steady_occlusion.enabled` | Trees, buildings and objects coming into view as you turn no longer appear a moment late. | On or off | On |

## Object Detail

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Prop Detail**<br />`prop_detail.enabled` | Furniture and other objects keep their full detail further away, and stay in view longer before they disappear. | On or off | On |
| **Prop Detail Distance**<br />`prop_detail.detail_distance_x` | How far away furniture and other objects keep their full detail. | 1 to 3<br />times the game's value | `2` |
| **Prop Draw Distance**<br />`prop_detail.draw_distance_x` | How far away furniture and other objects stay in view before they disappear. Higher values cost frames in towns. | 1 to 2<br />times the game's value | `1.25` |
| **Plant Draw Distance**<br />`prop_detail.plant_distance_x` | How far away bushes and crops stay in view before they disappear. Higher values cost frames in forests. | 1 to 2.5<br />times the game's value | `1.6` |
| **Tree Detail**<br />`tree_detail.enabled` | Trees keep their full detail and their sway further away before they turn into flat, still images. | On or off | On |
| **Tree Detail Distance**<br />`tree_detail.detail_distance_x` | How far away trees keep their full detail before they turn flat. Higher values cost frames in forests. | 1 to 2<br />times the game's value | `1.25` |
| **Tree Draw Distance**<br />`tree_detail.draw_distance_x` | How far away small trees stay in view before they disappear. Higher values cost frames in forests. | 1 to 4<br />times the game's value | `1.5` |
| **Foliage Fullness**<br />`foliage_fullness.enabled` | Trees keep the fullness they have up close when seen from far away. | On or off | On |
| **Fullness Strength**<br />`foliage_fullness.strength_x` | How much fuller distant trees are kept, on their farthest detailed level. | 1 to 2<br />times the game's value | `1.5` |
| **Billboard Lighting**<br />`billboard_lighting.enabled` | Distant trees are shaded like the trees they replace. | On or off | On |

## Pop-In

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Tree Dissolve**<br />`tree_dissolve.enabled` | Trees dissolve smoothly from one level of detail to the next, and into their flat distant images, instead of popping. | On or off | On |
| **Prop Dissolve**<br />`prop_dissolve.enabled` | Furniture and other objects that popped from one level of detail to the next dissolve smoothly instead, as most objects already do. | On or off | On |
| **Plants Grow In**<br />`plants_grow_in.enabled` | Crops, bushes and other plants grow up out of the ground as they come into view and sink back into it as they leave, instead of popping in and out. Larger plants grow from farther away. | On or off | On |
| **Steady Detail**<br />`steady_detail.enabled` | Sprinting or another mod widening your view no longer pulls the points where trees and objects change detail or disappear closer to you. | On or off | On |
| **Vehicle Dissolve**<br />`vehicle_dissolve.enabled` | Vehicles dissolve smoothly between levels of detail instead of popping, and their wheels stay in view as long as the vehicle does. | On or off | On |

## Loading and Stutter

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Background Saving**<br />`deco_save.enabled` | Saves the world's trees, rocks and plants in the background instead of pausing the game for a moment every minute. | On or off | On |
| **Shader Warm-Up**<br />`shader_warmup.enabled` | Prepares the shaders behind the loading screen, so the first explosion, rain or new kind of block does not stutter. | On or off | On |
| **Loading Uploads**<br />`loading_uploads.enabled` | Textures and models load faster behind the loading screen, and large textures load in play without a pause. | On or off | On |


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