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Entity Culling

Entity Culling

Active

Downloads

27

Last update

2 days ago

Versions

b1.7.3 — 1.21.6
Client
Fabric
Forge
Neoforge
Quilt
Game optimization
Utils

Entity Culling Banner

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About

Modern Minecraft rendering is fast - but not always smart. Why render block entities and mobs hidden behind walls or ceilings when you can skip them entirely?

This mod introduces asynchronous path-tracing to efficiently determine what's actually visible to the player. By leveraging multiple CPU cores, it calculates line-of-sight visibility in real-time and eliminates unnecessary draw calls for hidden block entities and entities.

The result?
Smarter rendering. Less overhead. More performance.


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Features

Unlock performance by only rendering what matters. This mod goes beyond the basics to bring next-level visibility optimization to your game.

Multithreaded Path-Tracing

  • Uses spare CPU threads to calculate visibility fast
  • Runs alongside the main game thread without blocking
  • Updates visibility data in real-time

Smart Occlusion Culling

  • Skips block entities and mobs hidden behind terrain or structures
  • Works like Minecraft's back-face culling, but smarter
  • Reduces GPU load without sacrificing visual fidelity

Entity Tick Optimization

  • Reduces client impact from unseen entities
  • Keeps maintenance to a minimum
  • Fully configurable and compatible with most mods


Essential

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Compatibility & Dependancys

Minecraft Loader Status Version Note
1.19.4+ Fabric/Forge/NeoForge ✅ Supported Latest
1.16.5-1.19.2 Fabric/Forge ⚠️ planned update Outdated Will be moved into supported later on
1.12.2/1.8.9 Forge ❌ Not supported Outdated Might get new updates at some point
1.7.10 Forge ❌ Not supported Outdated No updates planned
b1.7.3 Babric ❌ Not supported Outdated No updates planned


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Screenshots / Media

Stage View
Direct compare with/without EntityCulling active. Place: Scarland Hermitcraft9, Mods: Sodium, Iris, ImmediatleyFast, 16 Render distance


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Known Issues

Clientside entities, usually used by for example magic mods for their animations, don't work as expected. Whitelist the entity via the config screen for tick culling and/or entity culling.

Block entities that render far outside their bounds need to be whitelisted too. An example for that is the vanilla Beacon, Creates pulleys or certain Botania blocks.


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FAQ

Does this need to be installed on the server?

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

Will this affect mob behavior or farms?

No. The mod only skips rendering-not simulation. Mobs will still spawn, move, and drop items as usual. Your farms and other gameplay mechanics remain unaffected.

I have "Use Entity Culling" enabled in Sodium - does this still help?

Yes. Sodium performs a basic visibility check based on loaded chunks. This mod goes further by analyzing actual line-of-sight, skipping entities that are technically in visible chunks but not actually visible to the player. It’s a much more aggressive and accurate approach.


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Credits & license

👤 Thanks to RoboTricker for his Transport-Pipes plugin, which created the foundation for this mod.

👤 Thanks to vicisacat for the Babric Beta1.7.3 backport.

👤 Thanks to Pelotrio for the Forge 1.7.10 backport.

👤 Thanks to the awesome translators and contributors on Github!

Link



📄 License: tr7zw Protective License
Feel free to use this mod in your Modrinth/Curseforge hosted modpacks without asking for permission. Do not redistribute the jar files anywhere else!