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Minecraft Performance

Entity Culling

Overview

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

Modern Minecraft rendering is fastβ€”but not always smart. Why render block entities and mobs that are hidden behind walls or ceilings and are completely out of sight, when you could just 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 untapped performance by only rendering entities that truly matter. This mod goes beyond conventional optimization to bring next-level visibility optimization to deliver advanced visibility culling for Minecraft, giving you smoother gameplay.

Multithreaded Path-Tracing
- Uses spare CPU threads to rapidly calculate visibility
- Runs alongside the main game thread without blocking
- Updates visibility data in real time

Smart Occlusion Culling
- Skips the rendering of 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 entities that are not visible
- Only updated the essentials
- Fully configurable and compatible with most mods

A direct comparison with and without EntityCulling active. Testing was conducted in Scarland (Hermitcraft Season 9) with render distance set to 16 chunks. The mods Sodium, Iris and ImmediatelyFast were used alongside EntityCulling, running on Minecraft 1.21.5 with the Fabric mod loader.

Client-side entities, commonly used by magic mods for animations, may not behave as expected. Whitelist the relevant entities via the config screen for tick culling and/or entity culling.

You’ll also need to whitelist block entities that render well beyond their normal bounds. Examples include the vanilla beacon, pulleys from Create, and 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 renderingβ€”not simulation. Mobs will continue to spawn, move, and drop items as expected. Your farms and other gameplay mechanics will remain unaffected.

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

Yes! While Sodium performs basic visibility checks based on loaded chunks, this mod goes further. It analyzes the actual line-of-sight visibility, skipping entities that are within visible chunks but not actually visible to the player. It’s a much more aggressive and accurate approach.

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

πŸ‘€ Thanks to vicisacat for the Babric Beta 1.7.3 backport.

πŸ‘€ Thanks to Pelotrio for the Forge 1.7.10 backport.

πŸ‘€ Thanks to the awesome translators and contributors on GitHub!

πŸ“„ License: tr7zw Protective License

Feel free to use this mod in your Modrinth and CurseForge-hosted modpacks or YouTube videos without asking for permission. Do not redistribute the JAR files anywhere else!

ABOUT THIS LISTING

This page describes Entity Culling by tr7zw. The description and screenshots are the author's own, imported from their listing on Modrinth on 14 August 2026: https://modrinth.com/mod/entityculling

Mythiq hosts no files for it. The download button goes straight to the release file on cdn.modrinth.com, so you are downloading from the author's own host, not from a copy of ours.

The download count, rating and comments on this page start at zero and count Mythiq only. The source's own figures are not copied here β€” they measure a different site, and a number that cannot be checked against our own ledger is not worth printing.

Requirements

Game version
  • 26.2
MOD LOADER

This release is built for Fabric. A mod built for one loader will not load under another β€” Fabric mods do not run on Forge, and vice versa.

GAME VERSION

Built for Minecraft 26.2. Minecraft mods are tied to an exact version: a 1.21.4 build will refuse to load on 1.21.5.

DEPENDENCIES

Check the author's listing for required libraries before you start the game β€” a missing dependency shows up as a crash on launch, not as a warning.

Installation

1. Install Fabric for the Minecraft version you play, if you have not already.

2. Download the .jar with the button on this page. Do not unzip it β€” a mod jar is installed as it is.

3. Put it in your mods folder:

Windows β€” %APPDATA%\.minecraft\mods

macOS β€” ~/Library/Application Support/minecraft/mods

Linux β€” ~/.minecraft/mods

4. Launch the game with the Fabric profile selected.

ON A SERVER

Anything that changes world generation or gameplay has to be installed on the server as well as on every client. Client-side visual and interface mods do not.

UPDATING

Replace the old .jar rather than adding the new one beside it. Two versions of the same mod in the folder is a crash on launch.

This release downloads from cdn.modrinth.com, not from us, so there is no checksum to compare against. Scan the archive before you unpack it.

Version history

  1. v1.10.5 Latest 21 Jun 2026 · 1.5 MB via cdn.modrinth.com · 4 downloads Download
    What's changed
    Fix older Neoforge versions crashing on startup due to keybinds. Fix #307

    Full Changelog: https://github.com/tr7zw/EntityCulling/compare/1.10.4...1.10.5

    Off-site on cdn.modrinth.com — no checksum, because we never held this file. Link checked by our review team on 14 Aug 2026.

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