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Licensed LGPL-3.0-or-later
Published 3 weeks ago
Updated 2 days ago
All versions
2.0.0-1.21.1-fabric
Release
Brute Force Culling Fabric 1.21.1 - 2.0.02 days ago 52
Compatibility
Minecraft: Java Edition
1.21.1
Platform
Fabric
Supported environments
Client-side
Required content
Any compatible version
Changes
Added
- Entity tick culling (off by default): skips the client-side update of entities that are currently culled or outside the field of view. Nearby, glowing and ridden entities and anything on the skip lists keep updating.
- Vegetation thinning (Sodium only): hides half of the grass, flowers and small plants in chunks far from the camera, with a configurable start distance.
- Debug options: show only culled objects, and show the depth and culling textures.
- The debug key now cycles off / counters / counters with timings.
- Tooltips for every config option.
Changed
- Ported the latest improvements from the 1.20.1 version.
- Culling results are read back from the GPU, so reading them no longer stalls the render thread.
- The chunk culling map is rebuilt when the render distance or world height changes.
- Entity culling now samples the side of an entity facing the camera, culling fewer entities by mistake near walls.
- The Warden is no longer culled by default.
- Lower memory use and fewer allocations in the culling maps.
Fixed
- Chunks flickering out of view when sprinting around corners.
- Thin gaps in walls being missed by the depth downsampling, culling chunks that could be seen through them.
- Everything counting as culled until the first culling results arrive.
- Culling freezing while the debug profiler (F3 pie chart) was open.
- Entities behind the camera disappearing for a moment when turning around quickly with Sodium.
- Changes to the skip lists only taking effect after a restart.
- Culling breaking after resizing the window or changing render scale with Iris shaders enabled.
Optional dependencies
Any compatible version
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:tZn2RW1V:ELncWyFE"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:tZn2RW1V:ELncWyFE"
}

