Entity Culling

Modern Minecraft rendering is fast but not always smart enough. Why render blocks and mobs hidden behind walls or ceilings when you can simply skip them?
This mod implements asynchronous path tracing to efficiently determine what is actually visible to the player. Utilizing multiple CPU cores, it calculates visibility in real-time and eliminates unnecessary rendering calls for hidden blocks and entities.
The result? Smart rendering. Less overhead. More performance.
Key Features
Unlock performance potential by rendering only what truly matters. This mod goes beyond basic optimizations, offering advanced solutions for improving visibility in the game.
Multithreaded Path Tracing
- Uses available CPU threads for fast visibility calculations
- Runs parallel to the main game thread without blocking
- Updates visibility data in real-time
Intelligent Occlusion Culling
- Skips blocks and mobs hidden behind terrain or structures
- Works like Minecraft's back-face culling but smarter
- Reduces GPU load without sacrificing visual quality
Entity Processing Optimization
- Reduces the impact of invisible entities on the client
- Minimal maintenance requirements
- Fully configurable and compatible with most mods
Compatibility and Dependencies
| Minecraft | Loader | Status | Version | Notes |
|---|---|---|---|---|
| 1.19.4+ | Fabric/Forge/NeoForge | ✅ Supported | Latest | |
| 1.16.5-1.19.2 | Fabric/Forge | ⚠️ Update planned | Outdated | Will be moved to supported later |
| 1.12.2/1.8.9 | Forge | ❌ Not supported | Outdated | May receive updates in the future |
| 1.7.10 | Forge | ❌ Not supported | Outdated | No updates planned |
| b1.7.3 | Babric | ❌ Not supported | Outdated | No updates planned |
Screenshots and Media
Direct comparison with/without EntityCulling active. Location: Scarland Hermitcraft9, Mods: Sodium, Iris, ImmediatleyFast, Render distance: 16
Known Issues
Client-side entities, typically used by magic mods for animations, may not work correctly. Add such entities to the whitelist via the configuration screen for tick culling and/or entity culling.
Blocks that render far beyond their boundaries also require whitelisting. Examples include the vanilla Beacon, Create pulleys, or certain Botania blocks.
Frequently Asked Questions
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 spawn, move, and drop items as usual. Your farms and other gameplay mechanics remain unaffected.
I have "Use Entity Culling" enabled in Sodium - will this mod 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 more aggressive and accurate approach.