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Entity Culling

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Resource Description

Entity Culling

Intelligently hide blocks and entities outside your line of sight using asynchronous path-tracing.

While modern Minecraft's rendering engine is quite fast, it isn't always "smart" enough. Think about it: if certain block entities or mobs are completely blocked by walls or ceilings and are outside the player's line of sight, why waste precious computing resources rendering them? If you could skip this rendering entirely, wouldn't that unlock massive performance potential?

This mod introduces Asynchronous Path-Tracing to efficiently determine which objects are truly visible to the player. By fully utilizing multi-core CPU performance, it calculates line-of-sight visibility in real-time to cull occluded block entities and entities, eliminating unnecessary draw calls.

The results are immediate: smarter rendering logic, lower system overhead, and stronger performance.

By rendering only what is truly important, you will unlock an unprecedented level of smoothness. This mod goes beyond traditional optimization methods; it brings a higher-level visibility culling algorithm to provide you with a silky-smooth gaming experience.

Multi-threaded Path-Tracing

  • Leverage Idle Performance: Uses idle CPU threads to perform visibility calculations quickly.
  • Non-blocking: Runs independently of the game's main thread, causing no stutters.
  • Real-time Data Updates: Ensures visibility data stays synchronized with the game screen.

Smart Occlusion Culling

  • Line-of-Sight Determination: Automatically skips rendering block entities and mobs hidden behind terrain or buildings.
  • Enhanced Culling: Works similarly to vanilla Minecraft's culling, but is much smarter and more efficient.
  • Lossless Quality: Significantly reduces GPU load without compromising visual fidelity.

Entity Processing Throttling

  • Reduced Client Pressure: Minimizes the performance impact of invisible entities on the client.
  • On-demand Updates: Updates only necessary data to avoid wasting resources.
  • Highly Compatible: Fully configurable and compatible with most mods.

Version Support Status

Minecraft Version Loader Status Version Description Notes
1.19.4+ Fabric/Forge/NeoForge Supported Latest
1.16.5 - 1.19.2 Fabric/Forge Unsupported Outdated Future updates possible
1.12.2 / 1.8.9 Forge Unsupported Outdated Future updates possible
1.7.10 Forge Unsupported Outdated No update plans
b1.7.3 Babric Unsupported Outdated No update plans

Performance Benchmark Reference

This mod was tested in the Scarland (Hermitcraft Season 9) world with a render distance of 16 chunks. The testing environment was Minecraft 1.21.5 (Fabric) along with optimization mods such as Sodium, Iris, and ImmediatelyFast. Even with these mods, enabling this one still provided a noticeable difference.

Configuration Guide & Compatibility Notes

Certain magic mods often use client-side entities for special effects, which may behave abnormally if mistakenly culled. If you encounter such issues, please whitelist the affected entities in the configuration menu to exempt them from tick or render culling.

Additionally, for block entities with render bounds far exceeding their hitboxes, you may also need to whitelist them. Common examples include vanilla Beacon beams, pulleys from the Create mod, and certain blocks from Botania.

FAQ

Does this mod need to be installed on the server?

No. This is a purely client-side mod and does not need to be installed on the server to function.

Will this affect mob behavior or mob farm efficiency?

No. This mod only skips the rendering process and does not interfere with logic simulation. Mobs will still spawn, move, die, and drop items normally. Your mob farms and other mechanics-based facilities will continue to function perfectly.

If I already have "Use Entity Culling" enabled in Sodium, do I still need this mod?

Yes, it is still very helpful! While Sodium performs basic visibility checks based on loaded chunks, this mod’s algorithm is much deeper. It analyzes the actual line-of-sight to cull entities that are technically in visible chunks but are actually hidden behind walls or other objects. It is a more aggressive and precise optimization solution that can further boost performance.

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