Comments (11)
Minecraft does a view frustum cull. So anything outside the screen gets skipped already.
from entityculling.
Are you sure? On f3 it shows that they are rendered.
from entityculling.
This mod doesn't touch the f3 numbers. Also, an easy way to check it: put a thousand mobs into a pen. Look at it, then look away. Even in vanilla, this works.
from entityculling.
from entityculling.
These numbers are incorrect in combination with other mods like iris or optifine, and are only meant to indicate that stuff is working correctly and the expected ratios. Like I said, just test it. Alternatively: bind the debug hotkey to toggle culling on/off on the fly, so check the fps difference.
from entityculling.
Ok, I'm back after some testing. Entities outside of the screen still lag. When you have entities behind a wall with entity culling I had around 150 fps, without I had around 60. Without the entities the fps are way higher.
from entityculling.
As I said, the screen is entirely unused by this mod. Vanilla Mc skips the rendering of entities behind you. This mod does some optimizations like not updating the animations of things that didn't render. But of, having a ton of entities is still more stuff to calculate, so it will have some inpact on the fps. Just less with this mod.
from entityculling.
Yes, but it still takes fps even when entities are outside of the screen/behind a wall.
from entityculling.
And? They still need to update, move, network packets, Mc needs to check rather they are I'm the screen space, this mod needs to check rather they have become visible. Still lots of calculations, and if your cpu is not that fast, you will still feel that with enough entities.
from entityculling.
There for sure is a way to optimize it, you don't need 1k entities to feel the lag, with 100 you already have fps drop.
from entityculling.
I can just repeat myself: Vanilla already does a good job, and EntityCulling cuts out as much as possible.
If 100 entities outside your view lag your game, that sounds like you are playing on hardware that is just too old/slow. I don't know what you want to hear from me^^
from entityculling.
Related Issues (20)
- Quark Soul Bead never renders HOT 1
- Crashes with Chromaticcraft HOT 3
- Is the mod supposed to work with a shaderpack ? [1.12.2] HOT 7
- Beacon not properly whitelisted because config requires localized name [1.12.2] HOT 2
- 1.7.10 Crashing Seconds After Loading Into World HOT 5
- 1.7.10 Incompatibility between EntityCulling and Thaumcraft HOT 3
- 1.7.10 Incompatibility with Twilight Forest HOT 1
- Crashes on launch with modpack with Pollution of the Realms (adpother) [1.12.2] HOT 4
- Doesn't seem to be culling all invisible entities HOT 7
- (b1.7.3) Entities not rendering correctly HOT 1
- Mod entityculling provides a broken implementation of ModMenuApi - V 1.20.5 HOT 1
- k
- 1.20.5 version is incompatibel with 1.20.6
- Incompatibility with Distant Horizons HOT 3
- [compatibility] 1.20.6: Fabric Tailor HOT 1
- Question: Do I need to disable Sodium culling settings? HOT 3
- ArrayIndexOutOfBoundsException HOT 3
- https://github.com/tr7zw/EntityCulling/issues
- Sodium's option with entity culling mod HOT 1
- 1.21 neoforge: Crashes on launch HOT 2
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from entityculling.