Entity Culling
Modby meldexun
Skip rendering of hidden entities
Type
Mod
CurseForge Downloads
19,932,371
CurseForge ID
409087
Modrinth Downloads
19,037
Modrinth ID
MwYnBlwK
Last Updated
Jul 27, 2026
Description
Entity Culling - 1.16.5 - 2.1.4 and newer versions are only compatible with Optifine G8!
Entity Culling - 1.16.5 - 2.1.3 and older versions are only compatible with Optifine G7!
Entity Culling - 1.12.2 - 2.0.8 and newer versions are only compatible with Optifine G5!
Entity Culling - 1.12.2 - 2.0.7 and older versions are only compatible with Optifine F5!
This mod requires MixinBootstrap (curseforge, modrinth) and RenderLib (curseforge, modrinth) to run (MC 1.12.2 only)!
Mixin 0.7-0.8 Compatibility (curseforge, modrinth) might be helpful when another mod uses an older mixin version and you are thus unable to launch the game (MC 1.12.2 only).
Entity Culling is a client-side performance mod that aims to skip rendering of hidden (tile-)entities. In vanilla, it just renders all (tile-)entities that are in the field of view of the player. This means there may be hundreds of (tile-)entities eating your fps while you can't even see them because they are hidden behind a wall.
Culling of hidden Entities
By default, this mod uses an OpenGL occlusion culling implementation which gives you pixel-perfect bounding box culling with only one frame delay and a very small overhead.
If your hardware does not support OpenGL 4.3 then this mod uses a raytraced culling implementation. The raytraced culling is more CPU intensive while the OpenGL culling is more GPU intensive and thus depending on your hardware you might want to prefer one over the other. This can result in massive FPS improvements when a lot of (tile-)entities are on the screen but not visible because they are occluded.
Test with EntityCulling-1.12.2-6.0.2 inside a Chocolate Quest Repoured dungeon with ~200 entities on screen shows huge improvements!

Screenshots
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