I suggest implementing proper frustum culling and occlusion culling for world geometry in Minecraft Bedrock Edition, with a focus on improving performance on mobile devices and low-end hardware.
Frustum culling would prevent the game from rendering chunks and geometry outside the player's camera view. Occlusion culling would prevent rendering geometry that is fully hidden behind solid blocks, terrain, or other opaque objects.
These optimizations could reduce unnecessary rendering work and improve FPS, especially in dense environments, caves, forests, and large builds.
This should be a rendering optimization, not a Level of Detail (LOD) system. Distant terrain should not need to be replaced with lower-quality models or textures. The goal is to avoid rendering geometry that cannot contribute to the current frame.
Ideally, these optimizations would be available across supported platforms, with particular benefits for Android and other devices with limited GPU resources.
Minecraft Bedrock deserves more advanced rendering optimizations that let players enjoy smoother gameplay without sacrificing visual quality.
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