How Scoring Works
VoxelBench produces a composite performance score that reflects how well your Minecraft server handles real-world workloads. This page explains the scoring philosophy, what's measured, and how the final score is determined.
Score Composition
The total score is built from three main categories, each testing a different aspect of server performance:
| Category | Weight | What It Measures |
|---|---|---|
| Single-Core Performance | 40% | How fast the CPU handles Minecraft's single-threaded game loop |
| Gameplay Score | 40% | How the server performs under realistic Minecraft stress |
| Hardware Score | 20% | Raw hardware capabilities (memory, disk, multi-core) |
Single-core and gameplay together make up 80% of the score because Minecraft is fundamentally a single-threaded game. The fastest disk in the world won't help if the CPU can't keep up with tick processing.
Single-Core Performance (40%)
This category directly measures the server's ability to maintain a stable 20 TPS (ticks per second) under CPU-intensive workloads.
Tests
- Redstone stress — Rapid piston activation and signal propagation
- Block physics — Falling blocks, water flow, and physics calculations
What Matters Most
- MSPT (Milliseconds Per Tick) is the primary metric. Unlike TPS which caps at 20, MSPT shows the true margin: a server at 20 TPS with 10ms MSPT has 40ms of headroom, while 20 TPS with 48ms MSPT is on the edge.
- Worst-case performance is weighted heavily. We look at percentiles (P1, P5, P95, P99) not just averages. A server that runs smooth 99% of the time but freezes for 200ms every minute will score lower than one with consistent 30ms ticks.
- Stability is rewarded. Low variance in TPS and MSPT across the test duration earns bonus points.
Gameplay Score (40%)
This is where real Minecraft gameplay is simulated. The plugin creates actual in-game scenarios and measures how the server handles them.
Sub-categories
Exploration
- Chunk loading speed and throughput
- Chunk ticking performance under load
- Lighting engine update speed
Entities
- Mob AI pathfinding
- Entity spawning throughput
- Performance with hundreds of active entities
Mechanics — the most important gameplay sub-category
- Hopper item transfer throughput
- Explosion calculations (TNT chain reactions)
- Tile entity ticking (furnaces, hoppers, etc.)
- World save performance under load
- Crop and tree growth (bone meal processing)
Why Mechanics Are Weighted Highest
Mechanical interactions are what players actually do on survival and technical servers. A server that handles chunk loading well but chokes on hopper chains isn't useful for a typical SMP or technical server.
Test-Specific Metrics
Each gameplay test measures what actually matters for that operation:
- Chunk loading measures chunks per second, not just TPS
- Hopper test measures items transferred per second
- Explosion test measures blocks destroyed per second and TNT count
- World save measures write throughput and TPS impact
TPS and MSPT serve as secondary indicators to ensure the server wasn't struggling during the test.
Hardware Score (20%)
Raw system capabilities independent of Minecraft load:
Memory — The most impactful hardware metric for Minecraft
- Sequential and random read/write throughput
- Memory latency
- Random access is weighted highest because Minecraft's world data access patterns are largely random
Disk I/O
- Sequential and random I/O throughput
- Latency at the 99th percentile (worst-case)
- IOPS (I/O operations per second)
- Matters for world saves, chunk loading from disk, and crash recovery
Multi-Core
- Parallel workload throughput
- Core scaling efficiency
- Bonus for higher core counts (useful for Paper's async features, GC, plugins)
Why Hardware Is Only 20%
Because Minecraft is single-threaded. A server with a blazing fast NVMe and 128 GB of RAM but a weak single-core CPU will still have bad TPS. Hardware matters, but CPU single-thread performance dominates.
Multipliers
After the base score is calculated, several multipliers adjust it to reflect real-world conditions:
Duration
How long the benchmark took to complete. Faster servers finish quicker, which is itself a performance indicator. Very slow completions (>20 minutes) receive a penalty.
Garbage Collection
GC pauses freeze the server's main thread. The scoring system penalizes:
- High GC overhead (pause time as % of total time)
- Individual long pauses (>100ms)
- High pause frequency (many small pauses)
This is why JVM tuning matters — a well-configured GC can be the difference between a B and an A rank.
Stability
Consistency across the entire benchmark. Measured by:
- TPS standard deviation across all tests
- MSPT standard deviation
- Cross-test consistency (is TPS similar across redstone, chunk loading, and mob AI tests?)
Inconsistent results suggest external interference (other processes, CPU throttling, shared hosting noise).
Synergy
A bonus for balanced performance. A server that scores well in all three categories gets a bonus, while one that excels in hardware but fails in gameplay gets a penalty. This encourages well-rounded server configurations.
Failed Tests
Each test that fails or produces invalid data applies a cumulative penalty. This prevents servers from getting a high score by only passing easy tests.
Rank Badges
The final score maps to a letter rank:
| Rank | Description |
|---|---|
| SS | Exceptional — top-tier dedicated hardware with perfect tuning |
| S | Excellent — high-end hardware, well configured |
| A | Very good — solid performance across all categories |
| B | Good — above average, room for optimization |
| C | Average — typical shared hosting or mid-range hardware |
| D | Below average — noticeable performance issues |
| E | Poor — significant bottlenecks |
| F | Critical — major performance problems |
Key Takeaways
- MSPT matters more than TPS — TPS caps at 20, MSPT shows the real picture
- Worst-case matters more than average — Lag spikes kill player experience
- Stability is rewarded — Consistent 18 TPS beats erratic 20-then-12 TPS
- Real gameplay > synthetic benchmarks — Tests use actual Minecraft mechanics
- GC tuning is free performance — Proper JVM flags can significantly improve your score
- Hardware helps but doesn't dominate — 80% of the score depends on CPU single-thread and gameplay handling
- Balance is valued — A well-rounded server outscores one with a single strength