ModsFinder

Entity Culling

by tr7zw

Entity Culling skips rendering of entities and block entities hidden behind walls, using visibility checks that run on spare CPU threads.

FabricForgeNeoForgeQuiltBabricClient-side onlyCustom licenseb1.7.3 – 26.3

What it does

The base game already skips things behind the camera, but it still renders entities and block entities that are blocked from view by terrain. Entity Culling traces lines of sight asynchronously on other CPU cores and drops draw work for anything the player cannot see. Data for the checks is gathered on the main thread every few ticks, and visibility updates in real time to limit pop-in.

Culling is a client-side change only: server simulation, farms and mob behavior are not affected. All features can be turned off in the config screen, and entities or block entities can be whitelisted so they are never culled. On Fabric the mod requires Fabric API; Glass Config API and ModMenu Beta are optional.

Key features

  1. Asynchronous visibility

    Line-of-sight checks run on spare CPU threads next to the main game thread instead of blocking it.

  2. Hidden entity skipping

    Entities and block entities that are fully blocked by terrain are not drawn, which removes their rendering cost.

  3. Whitelist

    Specific entities and block entities can be excluded from culling and tick culling when a mod needs them drawn.

  4. Wide version range

    Builds span b1.7.3 – 26.3 across Fabric, Forge, NeoForge, Quilt and Babric, 43 versions in total, with snapshot builds too.

Compatibility

Latest build for each game version and loader.

26.x5 of 5 versions with builds
26.31.11.3Not available1.11.3Not available
26.21.11.3Not available1.11.3Not available
26.1.21.11.3Not available1.11.3Not available
26.1.11.11.3Not availableNot availableNot available
26.11.11.3Not availableNot availableNot available
1.21.x11 of 11 versions with builds
1.21.111.11.3Not available1.11.3Not available
1.21.101.11.31.11.31.11.3Not available
1.21.91.9.31.9.31.9.3Not available
1.21.81.11.31.11.31.11.3Not available
1.21.71.8.21.8.21.8.2Not available
1.21.61.8.21.8.21.8.2Not available
1.21.51.11.31.11.31.11.3Not available
1.21.41.11.31.11.31.11.3Not available
1.21.31.11.31.11.31.11.3Not available
1.21.11.11.31.11.31.11.3Not available
1.211.8.21.8.21.8.2Not available
1.20.x6 of 6 versions with builds
1.19.x5 of 5 versions with builds
1.18.x3 of 3 versions with builds
1.17.x2 of 2 versions with builds
1.16.x6 of 6 versions with builds
1.12.x1 of 1 version with builds
1.8.x2 of 2 versions with builds
1.7.x1 of 1 version with builds
ReleaseBetaAlphaNot available

This mod also publishes snapshot builds. Snapshots are not shown in the matrix.

Requirements

Dependencies declared by the latest file for each loader.

Required 1

Fabric APILightweight and modular API providing common hooks and intercompatibility measures utilized by mods using the Fabric toolchain.
Required

Required by 2 mods

Questions

Does Entity Culling change how farms or mobs work?

No. It only changes what the client draws. Server-side simulation, farms and mob behavior stay as they are.

Does a server need Entity Culling?

No. Players install it themselves; Modrinth marks it as client-side only.

What does it require?

Fabric API on Fabric. Glass Config API and ModMenu Beta are optional dependencies.

In the catalog

Entity Culling is one of 3,545 Optimization mods on ModsFinder, and one of 2,575 Optimization mods for Fabric. 8,071 mods support Minecraft 26.3.

More from tr7zw

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What the author says

Minecraft skips rendering things that are behind you, so why is it rendering everything that you still can't see because of walls or ceilings in the way? This mod introduces asynchronous path-tracing to efficiently determine what's actually visible to the player. Using other available CPU cores, it calculates…
tr7zw, on the Modrinth page

Official listing

Owner
tr7zw
Published
2022-05-25
Updated on Modrinth
2026-10-08
Facts verified
2026-10-15

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