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This mod utilizes your other CPU cores/threads to do really quick path-tracing from your camera to all block/-entities to determine rather they are visible or not. During the rendering, the not visible ones will be skipped the same way entities behind you are.
Using async path-tracing to hide Block-/Entities that are not visible - Download the Minecraft Mod Entity Culling by tr7zw on Modrinth.
Entity Culling is a client-side performance mod which aims to skip rendering of hidden (tile-)entities. In vanilla it just renders all (tile-)entities which are in the field of view of the player. This means there may be hundreds of (tile-)entities eating your fps while you can't even see them because they are hidden behind a wall.
Download Entity Culling 1.6.7 on Modrinth. Supports 1.21–1.21.1 Fabric. Published on Aug 20, 2024. 246160 downloads.
Skip rendering of hidden entities 12.9M Downloads | Mods
This mod utilizes your other CPU cores/threads to do really quick path-tracing from your camera to all tile/-entities to determine rather they are visible or not. During the rendering, the not visible ones will be skipped the same way entities behind you are.
Download Entity Culling 1.6.6 on Modrinth. Supports 1.21 Fabric. Published on Jun 14, 2024. 1477302 downloads.
Fix culling when the camera is stuck in a wall. This fixes the F5 camera clipping into walls causing stuff to turn invisible. Fixes #126; Remove that spectator turns off culling, as it now fully works when going through walls; Add drg_flares:drg_flares to the default whitelist; Full Changelog: 1.6.3.1-1.20.4...1.6.4-1.20.4
Entity Culling is a client-side performance mod which aims to skip rendering of hidden (tile-)entities. In vanilla it just renders all (tile-)entities which are in the field of view of the player. This means there may be hundreds of (tile-)entities eating your fps while you can't even see them because they are hidden behind a wall.
This mod utilizes your other CPU cores/threads to do really quick path-tracing from your camera to all block/-entities to determine rather they are visible or not. During the rendering, the not visible ones will be skipped the same way entities behind you are.