About More Culling
More Culling is a client-side rendering mod with a narrow job. It looks at what Minecraft is about to draw, works out which parts you cannot possibly see, and skips them. No new blocks, no new items, no overlay. On a good day you notice nothing except a higher frame counter in the scenes that used to drag it down.
What culling means, and where vanilla stops
Culling is the decision not to draw something. Every frame the game assembles a list of geometry for your GPU, and anything it can prove you will not see is cheaper left off that list. Minecraft already does this: the face where two stone blocks touch is never rendered, because a full block hides a full block.
The catch is how narrow that rule is. The project's wiki puts the limit plainly: the game "only supports culling non-full block faces against full blocks". Slab against slab, stair against stair, bamboo against bamboo. Those faces are drawn even when nothing can see them, which in a storage room lined with barrels is a great many triangles rendered into the inside of a wall.
More Culling widens the rule. It compares the voxel shapes of neighbouring blocks, and if one block's face is fully covered by its neighbour's, that face is dropped whether or not either block is a full cube. One detail keeps this honest: culling is only safe if the neighbour is opaque, so on launch and on every resource pack change the mod scans block textures to find which faces are genuinely transparent. Without that step, culling against glass would let you see through the world, which is the difference between an optimisation and an X-ray exploit.
What it culls
- Block faces. The voxel comparison above, with the transparency scan behind it. This is the headline feature and the one that touches the widest range of ordinary builds.
- Leaves. A canopy hides enormous numbers of faces inside itself. There are eight modes rather than one switch, from Default (vanilla behaviour) and Fast (leaves cull against leaves) through to Gap, Depth and Random, which thin the canopy more aggressively. They trade visual fidelity against work saved in different ways.
- Item frames. Four behaviours: drawing only the three faces the camera can see, dropping hidden back faces, reducing framed items to a front face at distance, and skipping maps in frames nobody can look at. Enchanted items are the expensive case, because the glint multiplies render calls.
- Paintings. The same idea applied to paintings.
What it does not touch matters as much. This is a rendering mod, so it changes nothing about mob AI, redstone, chunk loading, world generation or tick processing. If your problem is a server struggling with a mob farm, this is the wrong mod.
When it actually helps
More Culling pays off in proportion to how many faces you are drawing that nobody can see. Dense decorative builds, large storage rooms, item frame walls, big glass structures and heavy forest cover are where it earns its place. Open landscape at a modest render distance gives it little to remove, and if your frame rate is limited by something other than geometry, culling geometry will not move it.
There is no honest universal figure, and anyone quoting a percentage for this mod made it up. The project's own benchmarks do show large gains, but in scenes chosen to be thick with hidden geometry, such as a bamboo forest or a wall of maps. Read them as a demonstration of where the effort goes, not a forecast for your world.
Where it sits next to Sodium and Entity Culling
Sodium rewrites the renderer itself: how chunks are built, batched and submitted to the GPU. It is the broader mod and usually the larger single gain. More Culling is narrow by comparison, changing what counts as invisible, so it adds decisions Sodium does not make rather than replacing the ones it does. Entity Culling is a third thing again, using line-of-sight tests to decide whether entities and block entities are worth rendering. None of the three replaces another.
More Culling and Sodium are built to be used together, and the project's guidance is to leave Sodium's culling options enabled. Compatibility is version-sensitive, because Sodium changes internal rendering APIs between releases. Keep both on current builds for the same Minecraft version and it is rarely an issue. If you hit a crash naming a Sodium class, check that exact combination rather than assuming the two never work together. The same caution applies to Distant Horizons.
On a wider setup these layer with Lithium for game logic, FerriteCore for memory use and ModernFix for startup time.
What you need to run it
More Culling is client-side: install it in your own game, not on a server, and it will not stop you joining one that lacks it. It runs on Fabric, Quilt and NeoForge, with Fabric and Quilt sharing a file. There is no official Forge build.
Every current file declares exactly one required dependency, Cloth Config API, the library its settings menu is built with. It has to match your Minecraft version and loader, so an existing copy built for a different version will not do. Fabric API is not listed as required, though most Fabric setups end up with it for other mods anyway.
The version number tracks the Minecraft release a file targets rather than one progression, so the newest file is not automatically yours. Minecraft 26.3 currently has More Culling 1.9.0-beta.1 on the beta channel, which describes that mod build and not the game, and Minecraft 26.2 has 1.8.1 as a full release, both for Fabric and Quilt as well as NeoForge. Support reaches back much further, and the download table on this page maps every current file to its Minecraft version, loader and release channel.
When something looks wrong
Aggressive culling has one characteristic failure mode: something disappears that should not have. A face vanishes, a block looks hollow, part of a modded model is sliced off. The cause is nearly always a mismatch, because More Culling decides what to cull from a block's culling shape, and a modded block declaring a full cube while its model is a thin panel will cull its neighbours as though it were solid.
Turn off the one feature matching the symptom rather than the whole mod, change one setting at a time, and note which mod the block came from. More Culling can also be told to skip a specific mod's blocks. One exception: Gap, Depth and Random are meant to thin a canopy, so leaves disappearing under those modes is the feature working.
What is current, and what is not
Two features were removed in September 2024 and have not returned: Powder Snow Culling, over conflicts with Sodium, and Entity Model Culling, which caused bugs and added little alongside Sodium. Guides still listing them describe a version you cannot install.
Two projects share the name without being it. MoreCullingExtra is a genuine companion mod built on More Culling's API, but it is separate, and installing one does not install the other. More Culling Reforged is an unofficial Forge port of Minecraft 1.20.1 by a different author. The mod itself is written by FxMorin, licensed GPL-3.0-only, and distributed through Modrinth, which every row of the download table links to directly.