

Entity Culling
Активный0.0
Установок
Последнее обновление
Версии

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.
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
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1.16.5-1.19.2 | Fabric/Forge | ⚠️ planned update | Outdated | Will be moved into supported later on |
1.12.2/1.8.9 | Forge | ❌ Not supported | Outdated | Might get new updates at some point |
1.7.10 | Forge | ❌ Not supported | Outdated | No updates planned |
b1.7.3 | Babric | ❌ Not supported | Outdated | No updates planned |
Direct compare with/without EntityCulling active. Place: Scarland Hermitcraft9, Mods: Sodium, Iris, ImmediatleyFast, 16 Render distance
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.
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.
👤 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!

📄 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!