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CLab
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CLab

Java mod listed for Minecraft 1.20–1.21. Downloads from the MC Java Mods app on Android.

by CipherXOR · on CurseForge

Which build do you need?

This mod ships a separate file for every mod loader and every version of the game. Pick both, then download — the wrong build installs fine and then does nothing in the game.

Mod loader

Minecraft version

⬇ Download for 1.21–1.21.1 · Fabric⬇ Download for 1.20–1.20.1 · Fabric⬇ Download for 1.21–1.21.1 · NeoForge⬇ Download for 1.20–1.20.1 · NeoForge⬇ Download for 1.21–1.21.1 · Quilt⬇ Download for 1.20–1.20.1 · Quilt⬇ Download for 1.20–1.20.1 · Forge
I don't know my version or loader
Open the Minecraft launcher and look at the profile you play on — it names both, like fabric-loader-1.21.4. The version also shows in the bottom-right corner of the game's main menu.
No loader in the profile name? Then it's plain Minecraft, and these mods won't run — you need Fabric or NeoForge installed first.
CLab — screenshot 1CLab — screenshot 2

Bringing Hardware Occlusion Culling (HOC) to Minecraft entity rendering optimization.

CLab is a client-side rendering optimization mod. It leverages GPU OpenGL occlusion queries to determine entity visibility directly, eliminating the approximation errors and side effects inherent to traditional CPU-side pathtracing.

Core Features

Technical Overview

CLab uses Hardware Occlusion Culling:

  1. During entity rendering, submit the entity bounding box to the GPU as an occlusion query (OpenGL Query).
  2. The GPU compares the bounding box against the already-rendered terrain depth buffer at the hardware level.
  3. Read the previous frame's query result: if no pixels passed the depth test, skip rendering this entity.

This creates a fundamental difference:

Aspect CPU Pathtracing CLab HOC
Occlusion basis Simplified assumptions about world model Actual GPU-rendered depth buffer
False positives (hiding visible entities) Common (near non-solid blocks) Extremely unlikely
Entity tick/animation Often frozen or skipped Completely unaffected
CPU overhead Continuous background traversal Render thread submits AABB only; GPU handles the rest asynchronously
Configuration required Whitelists, distance limits, thresholds as compensatory mechanisms None required

⚠️ Important Compatibility Notes

Compatibility & Future Optimizations

The current approach was chosen to maintain compatibility with older devices and macOS. A more advanced technique is available, but it would introduce compatibility problems on those systems. Development and testing are currently done on a Mac, which limits how far I can improve things today. I plan to transition to a machine with OpenGL 4.6 support soon, after which I’ll introduce a system that automatically selects the optimal method during loading.

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

File checked by MCModsHub

These come from our own check of the pack file, not from the source page.

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