Using async path-tracing to skip rendering Tiles/Entities that are not visible.
Minecraft beta (probably doesn't) skips rendering things that are behind you, so why is it rendering everything that you still can't see because of a wall in the way? This mod utilizes your other CPU cores/threads to do really quick path-tracing from your camera to all tile/-entities to determine rather they are visible or not. During the rendering, the not visible ones will be skipped the same way entities behind you are.
This mod calculates the visibility of tile/-entities 64 blocks in each direction of the player(so a 128x128x128 cube in total), everything outside of that is considered too far away and is invisible(should somewhat line up with the vanilla "Entity Distance" setting, but future changes to this size are possible).
This has been tested with SmoothBeta in all cases resulting in massive fps gains in places like the mall on RetroMC.
This project is licensed under tr7zw Protective License
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Keep in mind that Githubs TOS and Overwolfs TOS apply at their respective places. This (among other things) means you don't need to ask to include the mod in a CurseForge Modpack and that by contributing code it explicitly gets the same license as the repository.