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.
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.
March 17, 2026
EntityBatch — Distance LOD Culling
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.