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Liubai

Liubai is a client-side render optimizer for large technical bases. It conservatively culls fully occluded entities and block entities, reduces distant secondary effects, and adapts its quality pressure to the configured frame-rate target.

About Liubai

Liubai is a client-side graphics optimization mod. It watches how smoothly the game is running and carefully reduces the graphics work caused by objects behind walls, distant details, particles, shadows, and name tags. When the game starts to struggle, Liubai gradually reduces the work spent drawing distant or less important objects. Once the game is smooth again, it waits for performance to remain stable before restoring detail step by step, which prevents settings from constantly switching near the target frame rate.

Liubai only changes client-side graphics. It does not stop mob or entity AI, redstone, recipes, or machines, and it does not reduce server-side game processing or improve server TPS (server speed).

Liubai is designed to coexist with other client-side optimization and rendering mods. Compatibility can vary with the game version, mod loader, and the specific versions of other mods in a modpack. When Liubai cannot safely identify an integration, it falls back conservatively so the game can continue to start.

Features

Automatic adjustment based on game performance

  • Uses the target FPS and recent game smoothness to switch automatically between NORMAL / HIGH / CRITICAL pressure levels;
  • Waits for performance to remain stable before lowering the pressure level, reducing frequent switching;
  • If the game's own frame-rate limit is lower than Liubai's target, Liubai uses the lower value so it does not incorrectly remain in a high-pressure state.

Careful checks for objects behind walls

  • When no other occlusion optimization mod is installed, Liubai can use its own checks for objects hidden behind walls;
  • Uses the real visible area recorded by the game for each object instead of treating every object as the same size;
  • Only complete solid blocks count as reliable cover; objects are still drawn when chunks are not loaded, their visible area is unusual, or the result is uncertain;
  • By default, an object must be confirmed as hidden twice before Liubai temporarily stops drawing it;
  • Only a limited number of checks can run for a limited amount of time each frame; checks that are too complex to finish continue next frame without discarding an earlier reliable result;
  • After the player moves, Liubai checks whether the old wall still blocks the view and gives these objects priority, reducing stutter caused when all old results suddenly become invalid.

Distant details and large groups of similar objects

  • When the game is under pressure, Liubai looks at how large a distant object appears on screen and handles objects that are barely visible;
  • Uses a stable per-area limit for distant dropped items and experience orbs, reducing flicker caused by changes in processing order;
  • Protects important objects such as players, bosses, projectiles, vehicles, glowing or burning entities, and whatever the crosshair is pointing at;
  • Inside the nearby safety range, objects are not skipped because they appear too small or because too many similar objects are present.

Particles, shadows, and name tags

  • Decides whether a distant particle needs to be shown before creating it, reducing unnecessary creation work;
  • Uses a suggested limit for existing particles and limits how many distant particles can be added each frame;
  • Reduces the display distance of ordinary entity shadows and name tags when the game is under pressure;
  • Protects important particles such as explosions, Totems of Undying, and sonic booms, as well as the shadows and name tags of important entities.

Settings and performance information

  • Provides configuration screens in Simplified Chinese and English;
  • Opens from a rebindable key, mapped to L by default, so the settings page can be opened without adding a button to the ESC pause menu;
  • An optional on-screen performance panel (HUD) shows the current pressure level, active working mode, number of objects not drawn per second, time spent checking hidden objects and timed-out checks, particle status, and P95/P99 frame times, which help show the slowest 5% and 1% of frames;
  • The performance panel is disabled by default and can be enabled in the settings when needed.

Mod compatibility

Liubai is intended to coexist with common client-side optimization, culling, rendering, shader, machinery, and moving-structure mods. Actual compatibility depends on the game version, mod loader, mod versions, and the rest of the modpack, so no universal compatibility list is provided here. Please try Liubai with your own combination and report reproducible problems.

Liubai is generally compatible with Entity Culling and can work alongside it. In the default AUTO mode, Entity Culling handles ordinary whole-object occlusion when it is available, while Liubai focuses on the remaining visible objects and secondary rendering work instead of repeating the same general visibility checks. Other client-side culling mods may behave similarly, but their exact interaction depends on the versions and modpack you use.

Liubai detects integrations only when it can do so safely. It avoids duplicating work that another mod already owns, keeps ordinary game and machine logic untouched, and falls back to conservative rendering behavior when an integration is missing, unknown, or fails at runtime.

Recommended settings

  • After entering a world, press the configurable Liubai settings key (L by default) to open the settings page.
  • Keep the occlusion mode on the default AUTO setting.
  • When using another culling or rendering optimization mod, avoid forcing two mods to perform the same general occlusion work at the same time.
  • To check whether the optimization is active, temporarily enable the on-screen performance panel (HUD).
  • Liubai does not need to be installed on a standard dedicated server. For multiplayer, install it only on the client to use its graphics optimizations.

Configuration file:

config/liubai-client.toml

Frequently asked questions

Can I use Liubai with other client-side mods?

Liubai is designed to coexist with other client-side mods, but the result depends on the exact versions and combination you use. Start with the default settings and check the in-game performance panel when investigating a specific setup.

Does it affect machines, redstone, or entity logic?

No. Liubai only adjusts client-side graphics and how often supported rendered objects update on screen. It does not stop game logic.

Why does Liubai show 0 hidden objects skipped in the performance panel?

Counters may remain at 0 when another mod handles a piece of the rendering work, when the pressure level is still NORMAL, or when there are no qualifying distant objects nearby.

Why is there little change in average FPS after installing Liubai?

The result depends on each player's world and modpack. Liubai may provide a noticeable FPS improvement in some situations and little or no noticeable change in others.

The Liubai Team

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