Using async path-tracing to hide Block-/Entities that are not visible

by tr7zw

Find Entity Culling on Modrinth.


We use Entity Culling to speed up rendering on the client.

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

Results

Rough “real life” benchmarks are done on a single player world with

  • level-type minecraft:amplified
  • seed Testing
  • full screen at 2560x1440
  • Render distance & Simulation Distance at 32 chunks
  • FOV at Quake Pro
  • run /tp @s 0 500 0 0 90 (looking straight down, entire render distance in view).

Went from 362 FPS average1 to 365 FPS average

Usage

Entity Culling runs without any user interaction.

License

Entity Culling is licensed under Other. Read the license here.

Footnotes

  1. ^f93b56