Mod

Entity Culling Fabric/Forge
Rank 70
Rank 37 among mods

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Entity Culling Fabric/Forge

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1 rating (17%) · 4.0★
2 ratings (33%) · 4.5★
3 ratings (50%) · 5.0★
0.5★ 5★
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3.0★ (no reviews)
3.5★ (no reviews)
4.0★ (no reviews)
4.5★ (no reviews)
4 reviews (100%) · 5.0★
0.5★ 5★

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

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No Genre
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Client Utility
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Forge
NeoForge
Fabric
Quilt
Minecraft
26.2

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4.5
Auseawesome

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About reputation ranks
Posted: July 7, 2026 at 6:47:57 AM UTC
1,000 hrs
Total hours played at time of review
MC 26.2, 26.… MC 26.2, 26.1, 1.20, 1.21, 1.18, 1.19, 1.17, 1.16
The version(s) the reviewer played
Performance
5.0

Entity culling is a mod that can significantly improve client performance in almost any scenario, but excels in built up areas with mob farms or pastures. When combined with other optimisation mods like Sodium and Ferrite Core, there is less of an effect but it is still a noticeable bump.

The only time I've ever had issues with this mod is in combination with other mods that do strange stuff with the camera, resulting in incorrect culling (e.g. Reign of Nether). The issues I have had with this mod are minor however and aren't much a problem with this mod as they are the other mods that change the camera so significantly.

Overall, great mod that should be in almost any pack.

1
0
4.5
Auseawesome

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 7, 2026 at 6:47:57 AM UTC
1,000 hrs
Total hours played at time of review
MC 26.2, 26.… MC 26.2, 26.1, 1.20, 1.21, 1.18, 1.19, 1.17, 1.16
The version(s) the reviewer played
Performance
5.0

Entity culling is a mod that can significantly improve client performance in almost any scenario, but excels in built up areas with mob farms or pastures. When combined with other optimisation mods like Sodium and Ferrite Core, there is less of an effect but it is still a noticeable bump.

The only time I've ever had issues with this mod is in combination with other mods that do strange stuff with the camera, resulting in incorrect culling (e.g. Reign of Nether). The issues I have had with this mod are minor however and aren't much a problem with this mod as they are the other mods that change the camera so significantly.

Overall, great mod that should be in almost any pack.

1
0
4.5
Auseawesome

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 7, 2026 at 6:47:57 AM UTC
1,000 hrs
Total hours played at time of review
MC 26.2, 26.… MC 26.2, 26.1, 1.20, 1.21, 1.18, 1.19, 1.17, 1.16
The version(s) the reviewer played
1
0
5.0
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 4:42:37 PM UTC
MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16, 1.12
The version(s) the reviewer played
Performance
5.0

Does what it says: it culls entities. Entities and block entities that you cannot see (be they behind a wall or in a direction you're not facing) are not rendered. In crowded areas this is especially helpful. It is also easy to toggle using a keybind that's unbound by default called debug toggle culling. I usually set it to comma ,.

This plays nice in cases where another culling mod might overlap, such as Brute Force Rendered Culling (and it fork Revived).

0
0
5.0
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 4:42:37 PM UTC
MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16, 1.12
The version(s) the reviewer played
Performance
5.0

Does what it says: it culls entities. Entities and block entities that you cannot see (be they behind a wall or in a direction you're not facing) are not rendered. In crowded areas this is especially helpful. It is also easy to toggle using a keybind that's unbound by default called debug toggle culling. I usually set it to comma ,.

This plays nice in cases where another culling mod might overlap, such as Brute Force Rendered Culling (and it fork Revived).

0
0
5.0
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 4:42:37 PM UTC
MC 26.2, 26.… MC 26.2, 26.1, 1.21, 1.20, 1.19, 1.18, 1.17, 1.16, 1.12
The version(s) the reviewer played
0
0
5.0
Folorn

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: June 25, 2026 at 3:23:57 AM UTC
1,000 hrs
Total hours played at time of review
MC 26.2, 26.… MC 26.2, 26.1, 1.21
The version(s) the reviewer played
Performance
5.0

Entity Culling is useful when you don’t see a mob, so it’ll help performance with a lot of dark spots or your living above a cave. I mean it doesn’t do much besides that but it helps a bunch when you need it.

0
0
5.0
Folorn

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: June 25, 2026 at 3:23:57 AM UTC
1,000 hrs
Total hours played at time of review
MC 26.2, 26.… MC 26.2, 26.1, 1.21
The version(s) the reviewer played
Performance
5.0

Entity Culling is useful when you don’t see a mob, so it’ll help performance with a lot of dark spots or your living above a cave. I mean it doesn’t do much besides that but it helps a bunch when you need it.

0
0
5.0
Folorn

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: June 25, 2026 at 3:23:57 AM UTC
1,000 hrs
Total hours played at time of review
MC 26.2, 26.… MC 26.2, 26.1, 1.21
The version(s) the reviewer played
0
0
5.0
chmonyasik

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: June 7, 2026 at 8:31:41 PM UTC
500 hrs
Total hours played at time of review
MC 1.21
The version(s) the reviewer played
Performance
5.0

come across a lot of rumors, for example that this mod behaves quite strangely and that in the end it does more harm than good. But I don't know, I'm used to judging based on what I see. And from what I can see, there's currently nothing that could replace this mod. (Unfortunately can't select NeoForge in the review, only Forge)

0
0
Last edited: June 7, 2026 at 8:36:08 PM UTC
5.0
chmonyasik

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: June 7, 2026 at 8:31:41 PM UTC
500 hrs
Total hours played at time of review
MC 1.21
The version(s) the reviewer played
Performance
5.0

come across a lot of rumors, for example that this mod behaves quite strangely and that in the end it does more harm than good. But I don't know, I'm used to judging based on what I see. And from what I can see, there's currently nothing that could replace this mod. (Unfortunately can't select NeoForge in the review, only Forge)

0
0
Last edited: June 7, 2026 at 8:36:08 PM UTC
5.0
chmonyasik

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: June 7, 2026 at 8:31:41 PM UTC
500 hrs
Total hours played at time of review
MC 1.21
The version(s) the reviewer played
0
0

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Available Platforms

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Supported Environments

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Client Required
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About

Project Details

Type
Mod
License
tr7zw Protective License
Latest Version
1.10.5-1.21.4 - Forge
Authors
CurseForge

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Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

Entity Culling Banner

Discord GitHub GitHub GitHub Ko-fi


Divider

About

Modern Minecraft rendering is fast—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.


Divider


Features

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


Essential


Divider


Compatibility & Dependencies

Minecraft Loader Status Version Note
1.19.4+ Fabric/Forge/NeoForge ✅ Supported Latest
1.16.5-1.19.2 Fabric/Forge ❌ Not supported Outdated Might get new updates at some point
1.12.2/1.8.9 Forge ❌ Not supported Outdated Might get new updates at some point
1.7.10 Forge ❌ Not supported Outdated No updates planned
b1.7.3 Babric ❌ Not supported Outdated No updates planned


Divider


Screenshots / Media

Stage View
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.


Divider


Known Issues

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.


Divider


FAQ

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 rendering—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.


Divider


Credits & license

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

👤 Thanks to vicisacat for the Babric Beta 1.7.3 backport.

👤 Thanks to Pelotrio for the Forge 1.7.10 backport.

👤 Thanks to the awesome translators and contributors on GitHub! Link

📄 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!

Entity Culling Banner

Discord GitHub GitHub GitHub Ko-fi


Divider

About

Modern Minecraft rendering is fast—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.


Divider


Features

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

Essential


Divider


Compatibility & Dependencies

Minecraft Loader Status Version Note
1.19.4+ Fabric/Forge/NeoForge ✅ Supported Latest
1.16.5-1.19.2 Fabric/Forge ❌ Not supported Outdated Might get new updates at some point
1.12.2/1.8.9 Forge ❌ Not supported Outdated Might get new updates at some point
1.7.10 Forge ❌ Not supported Outdated No updates planned
b1.7.3 Babric ❌ Not supported Outdated No updates planned


Divider


Screenshots / Media

Stage View
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.


Divider


Known Issues

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.


Divider


FAQ

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 rendering—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.


Divider


Credits & license

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

👤 Thanks to vicisacat for the Babric Beta 1.7.3 backport.

👤 Thanks to Pelotrio for the Forge 1.7.10 backport.

👤 Thanks to the awesome translators and contributors on GitHub! Link

📄 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!

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    Example of F3 stats

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347.6m
Total Downloads
CurseForge
211.5m
Modrinth
136m
Last Updated
CurseForge
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CurseForge
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