Entity Render Distance

Settings page

Stops rendering distant entities for FPS in crowded lobbies/bedwars. Off by default; players stay visible unless you opt in.

WhereSettings › Performance
KindClient setting
Versions1.8.9 and 1.21.11

Skips drawing entities you cannot use anyway: far-away mobs, armor stands and dropped items. A big win in crowded lobbies.

Entity Render DistanceStops rendering distant entities for FPS in crowded lobbies/bedwars. Off by default; players stay visible unless you opt in.
Distance
Max Entity Distance0
Max Hostile Distance0
Max Passive Distance0
Max Dropped Item Distance0
Culling
Hide Armour Stands
Hide Invisible Players
+ 4 more settings, all listed below
Mockup of the Entity Render Distance panel with its default settings. Every row is explained below.

Turning it on

  1. Sour Client menu, then Settings, then Performance, where it sits as Entity Render Distance.
  2. Change any row and it applies straight away. Reset puts the section back to defaults.

Good to know

Occlusion Culling (off by default) also skips entities fully hidden behind solid blocks.
Players are never hidden unless you turn on Also Cull Players, because that can hide an opponent in PvP.

Every setting

In the order the game shows them. Indented rows only appear once the row above is set the way it says.

Distance4 settings
Max Entity DistanceDon't render mobs / armour stands farther than this many blocks (0 = unlimited).00 to 128
Max Hostile DistanceSeparate cap for hostile mobs (zombies, skeletons, etc). 0 = use Max Entity Distance.00 to 128
Max Passive DistanceSeparate cap for passive mobs / animals (cows, villagers, etc). 0 = use Max Entity Distance.00 to 128
Max Dropped Item DistanceDon't render dropped items farther than this many blocks (0 = unlimited). Items in item frames are not affected.00 to 128
Culling6 settings
Hide Armour StandsNever render armour stands (holograms / shop NPCs). Big FPS win in hub lobbies; does not affect players.Off
Hide Invisible PlayersStops rendering players hidden by an invisibility potion (the semitransparent ghost). Off by default.Off
Occlusion CullingSkips rendering entities fully hidden behind solid blocks (behind-wall culling). Native CPU raytracer, big FPS win in builds/caves. Off by default.Off
Occlusion DistanceShows when Occlusion Culling is onMax range (blocks) the occlusion raytracer checks entities. Beyond this they are left to the distance caps.6416 to 64
Also Cull PlayersWhen ON, distant players are hidden too. This can hide opponents in PvP, so it is OFF by default.Off
Max Player DistanceShows when Also Cull Players is onPlayer render cap in blocks when Also Cull Players is on (0 = unlimited).640 to 128