Culler

Quick rating

Culler

No reviews yet

Boosts performance by culling distant entities and block entities.

No Theme
No Genre
QoL & Tweaks
Performance & Optimization
Client Utility
Mod Loaders
Fabric
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Required
Server Unsupported

About

Project Details

Type
Mod
License
MIT License
Latest Version
culler-1.2.0-1.21.9.jar
Authors
CurseForge
Modrinth

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

About

Description

title


Client-side mod that improves performance by intelligently hiding (culling) distant entities and block entities that are not visible to the player. It’s simple, optimized, and works seamlessly with most visual mods and shaders.

How It Works

The mod skips rendering of objects beyond a configurable distance, saving resources and boosting FPS. Each object type (mobs, boats, signs, item frames, etc.) can have its own render distance. Key visual elements remain visible within reasonable ranges to preserve the game’s look.

Features

  • Optimized culling algorithm with minimal performance impact.
  • Separate distance settings for different object categories.
  • Display entity support (Item Display, Block Display, Text Display).
  • Full shader and render mod compatibility.

Known Issues

Signs will not be culled if Enhanced Block Entities is installed with sign culling enabled, because it uses baked models for signs.


Requires owo and TLib to work.

title


Client-side mod that improves performance by intelligently hiding (culling) distant entities and block entities that are not visible to the player. It’s simple, optimized, and works seamlessly with most visual mods and shaders.

How It Works

The mod skips rendering of objects beyond a configurable distance, saving resources and boosting FPS. Each object type (mobs, boats, signs, item frames, etc.) can have its own render distance. Key visual elements remain visible within reasonable ranges to preserve the game’s look.

Features

  • Optimized culling algorithm with minimal performance impact.
  • Separate distance settings for different object categories.
  • Display entity support (Item Display, Block Display, Text Display).
  • Full shader and render mod compatibility.

Known Issues

Signs will not be culled if Enhanced Block Entities is installed with sign culling enabled, because it uses baked models for signs.


Requires oωo and TLib to work.

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

~31,000
Total Downloads
CurseForge
~5,000
Modrinth
~26,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works