Features:
- An entity tick scheduler that massively reduces lag caused by entities
- Around a 200% speedup
- Cuts the resource requirements of entities
- Ticks are never disabled altogether, so farms and distant entities still function
- Gradually slows down the tick rate of entities and block entities
- Distributes updates over multiple ticks to flatten lag spikes
- Dynamically adjusts the tick rate based on server load
- Configuration commands under /io
- 150% higher performance observed in Cobblemon 1.20.1 Fabric
- 330% higher performance observed on a private 700 mods pack
- Works great together with Entity Culling
- NeoForge support for Minecraft 1.21.1, made by Luke100000
Entities are among the most expensive things a Minecraft world has to keep track of. Every mob, every item and every ticking block entity is processed again and again, and on a heavily modded world or a busy server that cost lands squarely on the tick rate. Immersive Optimization is an entity tick scheduler that takes charge of that workload, cutting the resource requirements of entities and freeing up roughly twice as much headroom for everything else.
What separates it from similar projects is that ticks are never disabled altogether. Instead of freezing distant entities outright, the mod gradually slows their tick rate down, so farms and entities far from any player still function rather than stalling the moment you walk away. Updates are distributed over multiple ticks to flatten the spikes that cause visible stutter, and the tick rate is adjusted dynamically based on how heavily the server is loaded at that moment.
Actual values change with the situation, but the figures observed in testing are substantial. Cobblemon 1.20.1 Fabric showed 150% higher performance, and a private pack of around 700 mods reached 330%. Behaviour can be changed with in-game configuration commands, and the mod works great together with Entity Culling, letting client-side rendering savings sit on top of the server-side scheduling handled here.