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Brute force Rendering Culling
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Brute force Rendering Culling

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1 review (100%) · 5.0★
0.5★ 5★

Culling something can't seeing

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4.5
KxttyKxt04

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Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

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About reputation ranks
Posted: July 6, 2026 at 4:38:57 PM UTC
MC 1.20, 1.1… MC 1.20, 1.19, 1.18
The version(s) the reviewer played
Performance
5.0

(Note, most of this is extracted from my review on a fork of this mod, Brute Force Rendering Culling Revived, for 1.20.1.)

Brute Force Rendering Culling (and its 1.20.1 fork Revived) is the sole reason I can play the modpacks I love with a playable framerate. We're talking from 6-18 fps to a whopping 25-85 fps increase. (And yes, my laptop performs that poorly.)

What it does is simple: brute force rendering culling. If it's not on your screen, the mod will prevent it from rendering before it even reaches the CPU. This applies to entities, block/tile entities, particles, and even chunks. The result is less RAM, CPU, and GPU usage across the board. The chunk culling is especially impactful, but it's worth noting that it can cause pop-in if you turn really hard really fast.

These are all toggleable and configurable in the mod's config or with a lightweight popup menu in-game which is bound to R by default.

Do note that this can sometimes cause crashes, especially when used with other mods that affect rendering pipelines. It does seem to behave with overlapping culling mods, though, like EntityCulling. On 1.20.1, Revived fixes a bunch of hard-to-diagnose crashes caused by the original.

This is also generally a drag'n'drop you can add to any modpack. Probably.

0
0
4.5
KxttyKxt04

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: July 6, 2026 at 4:38:57 PM UTC
MC 1.20, 1.1… MC 1.20, 1.19, 1.18
The version(s) the reviewer played
Performance
5.0

(Note, most of this is extracted from my review on a fork of this mod, Brute Force Rendering Culling Revived, for 1.20.1.)

Brute Force Rendering Culling (and its 1.20.1 fork Revived) is the sole reason I can play the modpacks I love with a playable framerate. We're talking from 6-18 fps to a whopping 25-85 fps increase. (And yes, my laptop performs that poorly.)

What it does is simple: brute force rendering culling. If it's not on your screen, the mod will prevent it from rendering before it even reaches the CPU. This applies to entities, block/tile entities, particles, and even chunks. The result is less RAM, CPU, and GPU usage across the board. The chunk culling is especially impactful, but it's worth noting that it can cause pop-in if you turn really hard really fast.

These are all toggleable and configurable in the mod's config or with a lightweight popup menu in-game which is bound to R by default.

Do note that this can sometimes cause crashes, especially when used with other mods that affect rendering pipelines. It does seem to behave with overlapping culling mods, though, like EntityCulling. On 1.20.1, Revived fixes a bunch of hard-to-diagnose crashes caused by the original.

This is also generally a drag'n'drop you can add to any modpack. Probably.

0
0
4.5
KxttyKxt04

Reputation ranks

Explorer 0 pts
Contributor 100 pts
Guide 500 pts
Veteran 1,500 pts
Luminary 4,000 pts

Ranks only ever go up; points can drop but your rank stays.

About reputation ranks
Posted: July 6, 2026 at 4:38:57 PM UTC
MC 1.20, 1.1… MC 1.20, 1.19, 1.18
The version(s) the reviewer played
0
0

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Project Details

Type
Mod
License
GNU Lesser General Public License v3.0 only
Latest Version
BruteForceRenderingCulling-fabric-1.20.6-0.5.12.jar
Authors
CurseForge
Modrinth

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About

Description

Introduce

Brute force Rendering Culling (hereafter referred to as the mod) is an optimization mod in terms of rendering. Utilizing Hierarchical Z-Buffer Occlusion Culling technology, this mod can additionally cull some invisible chunks beyond the vanilla game, reducing a portion of the overhead in chunk compilation and rendering. It's designed to alleviate the problem of decreased rendering efficiency due to excessive blocks and entities in later stages of mod packs. It can achieve some frame rate improvements in environments with many occlusions, but no significant frame rate boost is observed in open vistas. Any entities and chunks that are not visible in the player's view will have their rendering submissions canceled at the CPU stage. When used in conjunction with Sodium (Embeddium), better optimization results can be achieved. It is compatible with Iris, Oculus, Nvidium, and OptiFine.

The mod settings default to using the "R" key to open, and key bindings can be changed in the settings.

Compatibility:

  1. Due to the use of GPU instantiation to assist computation, entity culling functionality cannot run on graphics card devices that do not support OpenGL 3.3. If your device can run the Sodium, it can also support instantiation entity culling functionality. This mod utilizes a portion of GPU computation to alleviate CPU culling and chunk compilation overhead. If your GPU doesn't have additional computational power to render culling textures, it may slightly reduce the maximum frame rate in open vistas, typically below 5%.
  2. After simple testing and compatibility processing, this mod is compatible with Sodium, Embeddium, Rubidium, Iris, Oculus, and OptiFine in MC version 1.18. Starting from MC version 1.20, it no longer supports Rubidium.
  3. In Minecraft version 1.18.2, Rubidium is supported only in mod versions 0.5.4 and below. Since Rubidium is no longer updated, mod versions 0.5.4 and above only support Sodium and Embeddium.
  4. In Minecraft version 1.18.2, the Async Rebuild Chunk feature uses independent chunk searching. Therefore, when the Async Rebuild Chunk feature is enabled, the Valkyrien Skies mod's chunk updates will not rebuild correctly.

Introduce

Brute force Rendering Culling (hereafter referred to as the mod) is an optimization mod in terms of rendering. Utilizing Hierarchical Z-Buffer Occlusion Culling technology, this mod can additionally cull some invisible chunks beyond the vanilla game, reducing a portion of the overhead in chunk compilation and rendering. It's designed to alleviate the problem of decreased rendering efficiency due to excessive blocks and entities in later stages of mod packs. It can achieve some frame rate improvements in environments with many occlusions, but no significant frame rate boost is observed in open vistas. Any entities and chunks that are not visible in the player's view will have their rendering submissions canceled at the CPU stage. When used in conjunction with Sodium (Embeddium), better optimization results can be achieved. It is compatible with Iris, Oculus, Nvidium, and OptiFine.

The mod settings default to using the "R" key to open, and key bindings can be changed in the settings.

Compatibility:

  1. Due to the use of GPU instantiation to assist computation, entity culling functionality cannot run on graphics card devices that do not support OpenGL 3.3. If your device can run the Sodium, it can also support instantiation entity culling functionality. This mod utilizes a portion of GPU computation to alleviate CPU culling and chunk compilation overhead. If your GPU doesn't have additional computational power to render culling textures, it may slightly reduce the maximum frame rate in open vistas, typically below 5%.
  2. After simple testing and compatibility processing, this mod is compatible with Sodium, Embeddium, Rubidium, Iris, Oculus, and OptiFine in MC version 1.18. Starting from MC version 1.20, it no longer supports Rubidium.
  3. In Minecraft version 1.18.2, Rubidium is supported only in mod versions 0.5.4 and below. Since Rubidium is no longer updated, mod versions 0.5.4 and above only support Sodium and Embeddium.
  4. In Minecraft version 1.18.2, the Async Rebuild Chunk feature uses independent chunk searching. Therefore, when the Async Rebuild Chunk feature is enabled, the Valkyrien Skies mod's chunk updates will not rebuild correctly.

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