Optimization Profiles

You can define as many optimization profiles as you need, but they should always be sorted by maximum distance.

  • The first profile should be your highest quality (for portals close to the player).

  • The last profile should be your lowest quality (for portals far away).

Each profile contains multiple configurations to help you balance performance and visual quality.

Max Distance

Defines the active range of the profile.

  • Example: If the first profile has a max distance of 20, it will be active as long as the player is within 20 meters of the portal.

  • If a second profile has a max distance of 40, then:

  • Profile 1 = active between 0–20m

  • Profile 2 = active between 20–40m

Use smaller distances (e.g. 10–20m) for your near profiles to keep portals crisp up close, and larger ranges (e.g. 40–100m) for far profiles where quality matters less.

Texture Resolution Multiplier

Scales the portal screen resolution by a multiplier. Example: 0.9 → reduces the default texture resolution to 90%.

Frames Between Renders

Defines how many frames to skip between each recursive render cycle.

  • Example: If set to 1, the portal only renders every second frame.

  • This can reduce GPU load, but too high a value will make portals appear choppy.

For distant portals, try 1–2. For close portals, keep it at 0 for the smoothest experience.

Recursion Limit

Defines the maximum recursion depth for portals in this profile.

  • Useful for reducing the cost of recursive rendering on far-away portals.

  • Using the optimizer overrides the recursion limit defined directly in the PortalPro script.

For nearby portals, keep recursion higher (e.g. 4–6) for realism. For distant portals, lower recursion (e.g. 1–2) to save some performance.

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