Raft: Best settings.json for Large Raft Stability

The primary goal for large raft optimization is Physics-Thread Headroom. When your raft exceeds 500+ foundations, the game’s “tick rate” begins to struggle, causing low GPU usage and stuttering. This configuration focuses on disabling high-intensity cosmetic features like “Shadow Cascades” and “Sea Foam” which, while visual, require CPU-side draw calls that interfere with the raft’s buoyancy logic.

Hardware Compatibility & Expectations

  • The CPU Bottleneck: Because Raft is highly dependent on single-core performance for physics, even an RTX 4090 will see low FPS if the CPU (e.g., i9-14900K) is choked by a 2000-plank build.
  • RAM Latency: Large rafts benefit significantly from low-latency RAM (CL14/CL16), as the engine is constantly moving small bits of data about object positions.
  • SSD Installation: Mandatory. Large rafts cause long “Save” and “Load” times; an NVMe drive prevents the game from hanging during auto-saves.

File Location

Raft stores its configuration in the Windows Registry and a localized settings file. For advanced Unity-level tweaks, you look here:

%USERPROFILE%\AppData\LocalLow\Redbeet Interactive\Raft\User\settings.json (Note: Some users may also find settings in the Player.log for debugging core-usage issues.)

Technical Configuration (Code Block)

Open your settings.json. To maintain stability on massive builds, apply these “Structural Efficiency” overrides:

{
  "Graphics": {
    "OverallQuality": 0,           // 0 = Fastest (Manual baseline)
    "ShadowDistance": 0.0,         // Disabling shadows is the #1 CPU fix
    "ShadowCascades": 0,           
    "TextureQuality": 3,           // Textures are GPU-bound; keep at High/3
    "AnisotropicFiltering": 16,
    "AntiAliasing": 0,             // Off or SMAA for clarity
    "vSync": 1,                    // Caps FPS to refresh rate to save CPU
    "MotionSicknessMode": true     // Paradoxically helps performance by simplifying camera physics
  },
  "Advanced": {
    "WorkerThreads": 1,            // Force multi-threading if the engine allows
    "GfxJobMode": 1                // Enables Unity Gfx Jobs for multi-core offloading
  }
}

Strategy for Large Raft Stability

To prevent your floating fortress from turning into a slideshow:

  • Shadows are the Enemy: In Raft, every lantern and torch on a large raft calculates dynamic shadows against moving water. Setting ShadowDistance to 0.0 can instantly gain you 15–20 FPS on large builds because it stops the CPU from calculating light-paths for every plank.
  • The “Hollow” Foundation: To the engine, a solid 20×20 block of foundations is 400 separate physics actors. Build your base “Hollow” or use triangular floors where possible. Fewer foundation pieces = higher Tick Rate.
  • Motion Sickness Mode: Enabling this in the menu (or via settings.json) stabilizes the camera relative to the raft rather than the waves. This reduces the number of “Camera-to-World” coordinate transformations the CPU has to perform every frame.

Key Performance Parameters

ParameterRecommended ValueImpact
ShadowDistance0.0Removes the heaviest CPU draw-call load.
vSyncOn (1)Prevents the CPU from “over-calculating” frames you can’t see.
MotionSicknessModeTrueSimplifies physics-to-camera calculations.
TextureQuality3 (Ultra)Keeps the game looking good without hitting the CPU.

Frequently Asked Questions (FAQ)

Why is my GPU usage only 30% on a large raft?

This is a classic “CPU Bottleneck.” Your processor is so busy calculating the physics of your 1,000 foundations that it can’t send instructions to the GPU fast enough. Lowering Shadows and LOD is the only fix.

Do animals (Llamas, Goats) affect lag?

Yes. Every animal has pathfinding AI. On a massive raft, 20+ animals can cause significant “AI-lag.” Keeping animals in a small, fenced-in area with fewer collision points helps.

Does the “BetterFPS” mod actually work?

Yes. For massive builds, the BetterFPS mod allows you to disable ocean animations entirely. If the water doesn’t move, the physics calculations drop to near zero, providing a massive FPS boost.

Should I build “Wide” or “Tall”?

Tall is better for performance. The engine struggles more with a massive horizontal “footprint” (foundation count) than it does with multiple vertical floors.

Conclusion and Expected Results

By manually refining your settings.json to prioritize physics headroom over dynamic lighting, you are giving the Unity engine the space it needs to simulate your massive creation. You can expect more consistent frame times, reduced stuttering in high seas, and the ability to expand your raft even further before hitting the hardware limit.

Leave a Comment