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Particle Core Guide: Async Ticking, Render Distance Multiplier, and Culling Modes for Higher FPS

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Particle Core is a performance tool that manages how particles are spawned, ticked, and drawn, and this guide covers the settings most useful for raising frame rates: asynchronous ticking, the render distance multiplier, and the culling modes.

Async Particle Ticking

Async Particle Ticking controls whether particle updates run on their own thread instead of the client's main loop. It is enabled by default. Running particle logic off the main loop can improve performance, but it also carries a risk of instability. Particle Core watches for that and attempts to switch the feature off on its own when problems appear. If it cannot do so, you should turn it off yourself. There is also a safeguard in the other direction: when the number of active particles is small, the mod processes them on the main loop anyway, since the overhead of asynchronous handling would not be worth it at that scale.

Particle Render Distance

Particle Render Distance is a multiplier that decides how far from the player particles are allowed to appear, measured against your block render distance. The default value is 1, meaning particles use the full block render distance. Values range from 0.1 up to 1.0. Lowering the multiplier shrinks the particle draw range proportionally; for example, a value of 0.5 with a render distance of 12 chunks limits particles to roughly 6 chunks. This is a medium-impact setting.

Culling Modes

Culling is how Particle Core discards particles that do not need to be drawn. Its impact is rated high, and switching it off causes a major performance loss. The available modes are:

  • Disabled — turns culling off entirely. Not advised unless you have a specific need for it.
  • Midpoint — tests each particle using its center point. This gives the best performance, but particles that sit only partly inside the view can be removed even though a sliver of them would have been visible. Most players never notice; if you do, switch to the bounding box mode.
  • Bounding Box — tests particles using the outer edges of their bounding box. It still delivers a solid performance gain while reducing the problem of particles vanishing at the screen edge.

Particle Culling Blacklist

Particle Culling Blacklist lists particle types that culling must leave alone. Exempting particles is useful when culling causes odd behavior, which is most likely with aggressive culling settings. Very large particles in particular tend to benefit from being added to this list.

Several other options work alongside the settings above:

  • Disable All Particles — a high-impact toggle that removes every particle on the client.
  • By-Type Reductions — a medium-impact feature for scaling or removing individual particle types. As an example, assigning `minecraft:smoke` a value of 0.3 makes smoke and campfire particles appear at thirty percent of their usual rate.
  • Max Particle Count — a medium-impact cap on how many particles may spawn at once, accepting values from 0 up to roughly two billion. The default is 16,384.
  • Disable Potion Particles — a low-impact option with several degrees of restriction: none disabled, only particles from other players disabled, only your own disabled, only those from non-player mobs disabled, or all potion particles disabled.
  • Reduce DECREASED Chance — a low-impact dial between the ALL and DECREASED particle modes, taking a value from 0.0 to 1.0. A value of 0.1 leaves ten percent of particles in the DECREASED state.
  • Reduce MINIMAL Chance — a low-impact dial between the DECREASED and MINIMAL modes, also from 0.0 to 1.0. A value of 0.1 leaves ten percent of particles in the MINIMAL state.

To change any of these, open the Particle Core interface and select the setting you want to adjust. If a setting is bound to a hotkey, use the corresponding hotkey (set it in the controls menu).