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1.4.0
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Occlusion culling now costs almost nothing while you stand still.
One of occlusion culling's GPU passes exists to catch terrain that becomes visible mid-frame. On a frame where the camera has not moved a bit and no terrain changed, it provably has nothing to catch, and Meshelium now proves that on the CPU each frame and skips the pass entirely. Measured at render distance 64, where occlusion culling is on by default, standing still gets about 11 percent of the frame back, and it held 96 percent of that while the test camera panned, because the proof only needs the view to hold still for a few frames at a time.
The moment you move, edit a block, resize the window, or a chunk arrives, the pass runs exactly as it always did. It cannot show a stale picture: anything doubtful counts as movement, and the passes that decide what is visible never stop running either way. A launch flag restores the old always-run path.
New in Advanced: two distance sliders that trade far-away detail for frames. Both ship Off.
Cull Tiny Plants Beyond stops drawing small plants like grass tufts and flowers past a distance you choose. At 2560x1440 a one-block plant is smaller than a single pixel beyond about 64 chunks, so there is a lot of room to move this slider before anything visibly changes.
Cull Sub-Pixel Detail Beyond goes further: past your chosen distance, any face whose four corners land inside one pixel on your screen is skipped entirely.
Both apply instantly while you watch, so the honest way to set them is to drag until you see the picture change, then back off a step. Off draws everything exactly as before; that is measured, not promised. They are sliders rather than defaults because the frame-rate gain depends on your world and your screen, and you are a better judge of your own horizon than we are.
Optional dependencies
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:7AQRR6lD:qmNmO67X"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:7AQRR6lD:qmNmO67X"
}

