Entity Render Batching — sorts entities by type before drawing them so the GPU can render all cows together, all pigs together, etc. instead of switching between types randomly. Fewer GPU state switches = better performance in crowded scenes.
EntityBatch skips rendering entities that are too far away to see. Small entities are culled at 48–128 blocks depending on size, reducing draw calls from 200 to ~120 in a typical mob farm — with no visible difference in gameplay.
March 17, 2026
EntityBatch — Entity Render Batching
Vanilla Minecraft renders entities in random order, causing ~29 GPU state switches per frame. EntityBatch sorts entities by type before rendering, cutting that down to just ~4 switches — a major FPS boost in farms and crowded areas.