Mod

EntityCulling Unofficial

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EntityCulling Unofficial

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Backport of Entity Culling (1.8 version, under MIT) to 1.7.10.

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About

Project Details

Type
Mod
License
MIT License
Latest Version
Entity Culling Unofficial 1.0.1
Authors
CurseForge
Modrinth

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Modrinth ID

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Source Issues Wiki Discord

About

Description

What is this?

This is a port of the 1.8 version of the Entity Culling mod (licensed under MIT, as seen here or backup) to 1.7.10.

See the original mod (1.8+) here.

What does this do?

This mod improves performance by using asynchronous calculations to determine obstructed entities and tile entities, in order to prevent them from rendering. What this means in practice is that entities and tiles that you cannot see, will not waste precious FPS by being rendered regardless.

The performance improvements are largest and most noticeable if you're running a heavily modded pack and have a performance-heavy base with lots of machines, decorations, mobs, and so forth.

F. A. Q

  • Will this break with (insert optimization mod here)?

No, it will not. I have tested it to work correctly with most widespread optimization mods out there. On the off-chance there is an issue, it should be reported.

  • Will this break with (insert content mod here)?

No, it will not, unless the mod's tileentities set their bounding boxes improperly. In that case, all you have to do is blacklist that mod's tileentities from this mod's configuration file.

  • Is there any downside to this?

No, except for an extremely small, barely noticeable RAM usage increase.

  • Will you port this to (insert any other version)?

It would be more wise to ask the original mod's author this question.

Please also make sure to read the F.A.Q over at the original mod page.

What is this?

This is a port of the 1.8 version of the Entity Culling mod (licensed under MIT, as seen here or backup) to 1.7.10.

See the original mod (1.8+) here.

What does this do?

This mod improves performance by using asynchronous calculations to determine obstructed entities and tile entities, in order to prevent them from rendering. What this means in practice is that entities and tiles that you cannot see, will not waste precious FPS by being rendered regardless.

The performance improvements are largest and most noticeable if you're running a heavily modded pack and have a performance-heavy base with lots of machines, decorations, mobs, and so forth.

F. A. Q

  • Will this break with (insert optimization mod here)?

No, it will not. I have tested it to work correctly with most widespread optimization mods out there. On the off-chance there is an issue, it should be reported.

  • Will this break with (insert content mod here)?

No, it will not, unless the mod's tileentities set their bounding boxes improperly. In that case, all you have to do is blacklist that mod's tileentities from this mod's configuration file.

  • Is there any downside to this?

No, except for an extremely small, barely noticeable RAM usage increase.

  • Will you port this to (insert any other version)?

It would be more wise to ask the original mod's author this question.

Please also make sure to read the F.A.Q over at the original mod page.

Screenshots

Gallery

  • Logo
    Logo project logo
  • Sample Debug Output
    Sample Debug Output debug output received upon toggling culling on/off with a keybind
  • Sample Debug Output
    Sample Debug Output debug output received upon toggling culling on/off with a keybind
  • Logo
    Logo project logo

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~38,000
Total Downloads
CurseForge
~12,000
Modrinth
~26,000
Last Updated
CurseForge
Modrinth
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Modrinth
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