Comments (7)
As stated on the mod page, no.
from entityculling.
As stated on the mod page, no.
"If enabled, entities determined not to be in any visible chunks will be skipped during rendering. This can help improve performance by avoiding the rendering of entities located underground or behind walls."
So the Sodium's check should check for walls too.
from entityculling.
Again: Sodium does it on a CHUNK basis. So if the entire subchunk is not visible(for example underground caves), there is no reason to render mobs in there. EntityCulling works based on the actual blocks, so entities inside a house or basement are not rendered while not inside.
These just share the name, they work entirely differently and have other purposes(Sodium has it as a byproduct when determining which subchunks to render in the first place).
from entityculling.
So if you are on the same chunk and there are entities under ground you still see them?
from entityculling.
Just... leave sodium's option turned on and that's it.
from entityculling.
Just... leave sodium's option turned on and that's it.
Ok, but I'm asking if the EntityCulling is needed and does it improve performance with Sodium's option.
from entityculling.
Again again: Sodiums option has nothing to do with this mod. It doesn't do the same thing, one doesn't replace the other. It was developed with Sodium and all benchmarks and numbers are taken with Sodium. Yes, the entire point of the mod is to run with Sodium.
from entityculling.
Related Issues (20)
- [BUG] Invisible players issue HOT 15
- If you use the F5 camera to hit the ceiling, then all entities disappear after 1 second HOT 1
- 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
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from entityculling.