Entity Culling
by Meldexun
With Entity Culling installed, a client skips drawing tile entities and entities that sit behind walls or other solid geometry, which keeps frame rates up in dense builds.
What it does
Vanilla draws every tile entity in the player's view, including ones fully hidden behind terrain, so a base or dungeon with hundreds of them can cost a lot of frames. Entity Culling is a client-side optimization that skips rendering those hidden tile entities. Two culling methods are available: the default uses OpenGL occlusion queries, which give pixel-accurate bounding box culling with about one frame of delay and a small overhead. The second uses a raytraced check on the CPU. OpenGL 4.3 hardware is needed for the occlusion method, and the raytraced method is more CPU-bound while the OpenGL method leans on the GPU, so the better choice depends on the machine.
The mod is published for Forge only, with files for 1.12.2 and 1.16.5, and its latest file, 1.16.5-2.1.7, dates from 2025-08-27. It needs MixinBootstrap and RenderLib, and it works with the Mixin 0.7-0.8 Compatibility mod. The author reports a large gain in a test inside a Chocolate Quest Repoured dungeon with about 200 entities on screen, where most were occluded. Only the client needs it, so servers do not change. The code is not open source; the author retains all rights, although public links for the source code and issue tracker exist.
Key features
Hidden tile entity culling
Tile entities that are fully occluded by terrain or other blocks are not sent to the render pass.
Occlusion query method
The default method uses OpenGL occlusion queries for pixel-accurate bounding box checks, at the cost of one frame of delay.
Raytraced method
An alternative method checks visibility with raytracing on the CPU, which suits systems without OpenGL 4.3.
Compatibility
Latest build for each game version and loader.
Only full game releases are shown. This mod publishes no snapshot builds.
Requirements
Dependencies declared by the latest file for each loader.
Required 2
Optional 1
Use cases
Who it’s for: Players who run Forge 1.16.5 or 1.12.2 and see frame drops in heavily built areas. It does not affect server-side logic.
How it compares
Particle Culling is a Forge client mod for 1.12.2 under the MIT License, and it is open source. Efficient Entities is also Forge for 1.12.2, but it is released under the GNU General Public License v3.0 only and is open source. Mobs Optimized Render is for Forge 1.16.5 and is not open source; it is released under the MIT License, and its client requirement is the same as Entity Culling's, with the server optional.
| Mod | Loaders | Game versions | Environment | Updated |
|---|---|---|---|---|
| Entity Culling | Forge | 1.12.2 – 1.16.5 | Client-side only | 2025-08-27 |
| Particle Culling | Forge | 1.12.2 | Client-side only | 2024-05-12 |
| Efficient Entities | Forge | 1.12.2 | Client-side only | 2026-10-14 |
| Mobs Optimized Render | Forge | 1.16.5 | Client required, server optional | 2026-05-01 |
Questions
Does Entity Culling need to be installed on the server?
Which Optifine version should be used with Entity Culling?
Does Entity Culling require any other mods?
In the catalog
Entity Culling is one of 3,545 Optimization mods on ModsFinder, and one of 1,441 Optimization mods for Forge. 5,992 mods support Minecraft 1.16.5.
More from Meldexun
Similar mods
What the author says
Entity Culling - 1.16.5 - 2.1.4 and newer versions are only compatible with Optifine G8! Entity Culling - 1.16.5 - 2.1.3 and older versions are only compatible with Optifine G7!
Official listing
- Modrinth page
- modrinth.com/mod/entity-culling
- Owner
- Meldexun
- Published
- 2024-08-28
- Updated on Modrinth
- 2025-08-27
- Facts verified
- 2026-10-15
