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Brute Force Culling Revamped

ВЕРСИИ (4)

release

Brute Force Culling Neoforge 1.21.1 - 2.0.0

2.0.0-1.21.1-neoforge
24 окт. 2026 г.247Minecraft: 1.21.1neoforge
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Что нового
### Added - Entity tick culling (off by default): skips the client-side update of entities that are currently culled or outside the field of view. Nearby, glowing and ridden entities and anything on the skip lists keep updating. - Vegetation thinning (Sodium only): hides half of the grass, flowers and small plants in chunks far from the camera, with a configurable start distance. - Debug options: show only culled objects, and show the depth and culling textures. - The debug key now cycles off / counters / counters with timings. - Tooltips for every config option. ### Changed - Ported the latest improvements from the 1.20.1 version. - Culling results are read back from the GPU, so reading them no longer stalls the render thread. - The chunk culling map is rebuilt when the render distance or world height changes. - Entity culling now samples the side of an entity facing the camera, culling fewer entities by mistake near walls. - The Warden is no longer culled by default. - Lower memory use and fewer allocations in the culling maps. ### Fixed - Chunks flickering out of view when sprinting around corners. - Thin gaps in walls being missed by the depth downsampling, culling chunks that could be seen through them. - Everything counting as culled until the first culling results arrive. - Culling freezing while the debug profiler (F3 pie chart) was open. - Entities behind the camera disappearing for a moment when turning around quickly with Sodium. - Changes to the skip lists only taking effect after a restart. - Culling breaking after resizing the window or changing render scale with Iris shaders enabled.
release

Brute Force Culling Fabric 1.21.1 - 2.0.0

2.0.0-1.21.1-fabric
24 окт. 2026 г.66Minecraft: 1.21.1fabric
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Что нового
### Added - Entity tick culling (off by default): skips the client-side update of entities that are currently culled or outside the field of view. Nearby, glowing and ridden entities and anything on the skip lists keep updating. - Vegetation thinning (Sodium only): hides half of the grass, flowers and small plants in chunks far from the camera, with a configurable start distance. - Debug options: show only culled objects, and show the depth and culling textures. - The debug key now cycles off / counters / counters with timings. - Tooltips for every config option. ### Changed - Ported the latest improvements from the 1.20.1 version. - Culling results are read back from the GPU, so reading them no longer stalls the render thread. - The chunk culling map is rebuilt when the render distance or world height changes. - Entity culling now samples the side of an entity facing the camera, culling fewer entities by mistake near walls. - The Warden is no longer culled by default. - Lower memory use and fewer allocations in the culling maps. ### Fixed - Chunks flickering out of view when sprinting around corners. - Thin gaps in walls being missed by the depth downsampling, culling chunks that could be seen through them. - Everything counting as culled until the first culling results arrive. - Culling freezing while the debug profiler (F3 pie chart) was open. - Entities behind the camera disappearing for a moment when turning around quickly with Sodium. - Changes to the skip lists only taking effect after a restart. - Culling breaking after resizing the window or changing render scale with Iris shaders enabled.
release

Brute Force Culling Neoforge 1.21.1 - 1.0.0

1.0.0-1.21.1-neoforge
18 авг. 2026 г.476Minecraft: 1.21.1neoforge
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Что нового
- Initial release.
release

Brute Force Culling Fabric 1.21.1 - 1.0.0

1.0.0-1.21.1-fabric
18 авг. 2026 г.184Minecraft: 1.21.1fabric
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Что нового
- Initial release.