现代《我的世界》的渲染速度很快,但并不总是那么智能。既然可以完全跳过被墙壁或天花板遮挡的方块实体和生物,为什么还要渲染它们呢?
这款模组引入了 异步光线追踪 功能,以高效确定玩家实际可见的内容。通过利用多个CPU核心,它能实时计算视线可见性,并消除对隐藏方块实体和生物不必要的绘制调用。
结果如何?
渲染更智能。开销更小。性能更高。
仅渲染重要内容来释放性能。这款模组超越了基础功能,为你的游戏带来更高级别的可见性优化。
多线程光线追踪
- 利用空闲的CPU线程快速计算可见性
- 与主游戏线程并行运行,不会造成阻塞
- 实时更新可见性数据
智能遮挡剔除
- 跳过隐藏在地形或建筑后面的方块实体和生物
- 类似《我的世界》的背面剔除,但更智能
- 在不牺牲视觉保真度的前提下减轻GPU负载
实体刻优化
- 减少不可见实体对客户端的影响
- 将维护成本降至最低
- 完全可配置,且与大多数模组兼容
启用和未启用“实体剔除”的直接对比。地点:Scarland Hermitcraft9,模组:Sodium、Iris、ImmediatleyFast,渲染距离16
客户端实体,例如通常用于魔法模组动画的实体,可能无法按预期工作。通过配置界面将该实体加入白名单,以进行刻剔除和/或实体剔除。
渲染范围远超其边界的方块实体也需要加入白名单。例如原版信标、Create模组的滑轮或某些植物魔法模组的方块。
这个模组需要安装在服务器上吗?
不需要。这是一个完全客户端的模组, 无需 安装在服务器上。
这会影响生物行为或农场吗?
不会。该模组仅跳过渲染,而非模拟。生物仍会像往常一样生成、移动和掉落物品。你的农场和其他游戏机制不受影响。
我在Sodium中启用了“使用实体剔除”,这个模组还有帮助吗?
有帮助。Sodium基于已加载的区块执行基本的可见性检查。而这个模组更进一步,通过分析实际视线,跳过那些虽在可见区块但对玩家 实际不可见 的实体。这是一种更激进且准确的方法。
👤 感谢RoboTricker的Transport-Pipes插件,它为这个模组奠定了基础。
👤 感谢vicisacat对Babric Beta1.7.3的回移植。
👤 感谢Pelotrio对Forge 1.7.10的回移植。
👤 感谢Github上出色的翻译人员和贡献者!
📄 许可证:tr7zw保护许可证
可随意在Modrinth/Curseforge托管的整合包中使用此模组,无需请求许可。请勿在其他任何地方重新分发jar文件!
Modern Minecraft rendering is fast - but not always smart. Why render block entities and mobs hidden behind walls or ceilings when you can skip them entirely?
This mod introduces asynchronous path-tracing to efficiently determine what's actually visible to the player. By leveraging multiple CPU cores, it calculates line-of-sight visibility in real-time and eliminates unnecessary draw calls for hidden block entities and entities.
The result?
Smarter rendering. Less overhead. More performance.
Unlock performance by only rendering what matters. This mod goes beyond the basics to bring next-level visibility optimization to your game.
Multithreaded Path-Tracing
- Uses spare CPU threads to calculate visibility fast
- Runs alongside the main game thread without blocking
- Updates visibility data in real-time
Smart Occlusion Culling
- Skips block entities and mobs hidden behind terrain or structures
- Works like Minecraft's back-face culling, but smarter
- Reduces GPU load without sacrificing visual fidelity
Entity Tick Optimization
- Reduces client impact from unseen entities
- Keeps maintenance to a minimum
- Fully configurable and compatible with most mods
Direct compare with/without EntityCulling active. Place: Scarland Hermitcraft9, Mods: Sodium, Iris, ImmediatleyFast, 16 Render distance
Clientside entities, usually used by for example magic mods for their animations, don't work as expected. Whitelist the entity via the config screen for tick culling and/or entity culling.
Block entities that render far outside their bounds need to be whitelisted too. An example for that is the vanilla Beacon, Creates pulleys or certain Botania blocks.
Does this need to be installed on the server?
No. This is a fully client-side mod and does not need to be installed on the server.
Will this affect mob behavior or farms?
No. The mod only skips rendering-not simulation. Mobs will still spawn, move, and drop items as usual. Your farms and other gameplay mechanics remain unaffected.
I have "Use Entity Culling" enabled in Sodium - does this still help?
Yes. Sodium performs a basic visibility check based on loaded chunks. This mod goes further by analyzing actual line-of-sight, skipping entities that are technically in visible chunks but not actually visible to the player. It’s a much more aggressive and accurate approach.
👤 Thanks to RoboTricker for his Transport-Pipes plugin, which created the foundation for this mod.
👤 Thanks to vicisacat for the Babric Beta1.7.3 backport.
👤 Thanks to Pelotrio for the Forge 1.7.10 backport.
👤 Thanks to the awesome translators and contributors on Github!
📄 License: tr7zw Protective License
Feel free to use this mod in your Modrinth/Curseforge hosted modpacks without asking for permission. Do not redistribute the jar files anywhere else!
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