Benchmark Report
SpearCloud (ryz9.spearcloud.site) Mumbia
Tick spikes · Mob AI
The worst ticks are several times the mean. Average TPS stays fine while players feel the stutter.
- mspt_avg = 298.7 ms
- mspt_p99 = 1,241.96 ms
- spike_ratio = 4.16 ratio
- sample_count = 84 count
Weakest test: Mob AI, 5.77 TPS on average. The 15 other tests hold at least 18.42 TPS.
Compared with other servers
The comparison with other servers uses reports scored with version 8.3.0 of the scoring rules. This report was scored with another version, so its score is not comparable.
What matters
Read from the measurements, never estimatedTick spikes
The worst ticks are several times the mean. Average TPS stays fine while players feel the stutter.
- mspt_avg = 298.7 ms
- mspt_p99 = 1,241.96 ms
- spike_ratio = 4.16 ratio
- sample_count = 84 count
Tick rate collapses
The average tick rate is healthy but the worst moments fall to a standstill. It is regularity that is missing, not power.
- tps_avg = 18.42 tps
- tps_p1 = 5 tps
- sample_count = 73 count
›+4 more findings
memorynot measuredNo access latency was published, so the score assumed an unfavourable one. Publishing the measurement can only help.
- assumed_latency_ns = 180 ns
- reference_latency_ns = 120 ns
disknot measuredDirect IO was refused by the host, so the random part of the disk score rests on an assumption rather than a measurement.
- assumed_random_mbps = 90 MB/s
- reference_random_mbps = 150 MB/s
redstonesingle coreOne game thread is already over its tick budget under the benchmark's own load. Players and redstone will push it further.
- mspt_avg = 60 ms
- mspt_target = 35 ms
- tps_avg = 18.42 tps
- tps_held_threshold = 18 tps
redstoneThe worst ticks are several times the mean. Average TPS stays fine while players feel the stutter.
- mspt_avg = 60 ms
- mspt_p99 = 299.97 ms
- spike_ratio = 5 ratio
- sample_count = 73 count
- periodic_test = 1
A finding stays silent rather than attribute a cause without evidence. An absent cause is an answer, not an omission.
Test by test
Problems first — select a row for the full test- Mob AIEntities5.77UnstableCritical
- RedstoneSingle-Core Stress18.42UnstableUnstable
- Network (NBT)Network19.08UnstableHealthy
- Chunk LoadingExploration19.95ModerateHealthy
- Multi-Core CPUCPU19.99StableHealthy
- Block PhysicsSingle-Core Stress20.00UnstableHealthy
- Bone Meal GrowthMechanics20.00StableHealthy
- Chunk TickingExploration20.00ModerateHealthy
- Disk PerformanceMemory & Storage20.00StableHealthy
- ExplosionMechanics20.00ModerateHealthy
- HopperMechanics20.00StableHealthy
- Lighting UpdateExploration20.00StableHealthy
- Memory PerformanceMemory & Storage20.00StableHealthy
- Single-Core (tick-aligned)CPU20.00StableHealthy
- Ticking Tile EntitiesMechanics20.00StableHealthy
- World SaveMechanics20.00StableHealthy
Settings your measurements justify
Each setting below is triggered by a measurement from this report, and names the test to replay to find out whether it helped.
Switch the redstone implementation
misc.redstone-implementation: ALTERNATE_CURRENTMeasured : redstone.mspt.avg 60.0 ms (threshold 35.0 ms)
Redstone costs more per tick than the budget allows. Paper ships an alternative wire implementation that computes the same result without the repeated updates of the vanilla one.
Test to replay : redstone
Shrink the monster activation range
world-settings.default.entity-activation-range.monsters: 24Measured : mobAI.mspt.avg 298.7 ms (threshold 35.0 ms)
Mob AI costs more per tick than the budget allows. The activation range decides how far from a player a monster keeps thinking; shrinking it puts distant ones to sleep without removing them.
Test to replay : mobAI
Lower the monster spawn limit
spawn-limits.monsters: 50Measured : mobAI.mspt.avg 298.7 ms (threshold 50.0 ms)
Mob AI is past the critical cost per tick, where shrinking the activation range is no longer enough. The spawn limit caps how many monsters exist per player at all, which is the only setting here that reduces the work rather than deferring it.
Test to replay : mobAI
These settings trade a little gameplay fidelity for tick budget. Apply one at a time and replay the named test: the effect stays a hypothesis until you have measured it.
Briefing for a language model
Paste this into the assistant of your choice to have it rewritten in prose. It already carries every number, so the model has none left to invent.
{
"format": "voxelbench.tuning.v1",
"instruction": "Rewrite each recommendation below as plain prose for a server operator. Every number you are allowed to use is already in this document: the measured value, its threshold, and the proposed setting. Do not compute, estimate or predict any other number, and never state an expected gain. Keep every setting name and value exactly as written.",
"server": {
"type": "paper",
"minecraft": "1.21.11",
"java": "25.0.3"
},
"recommendations": [
{
"id": "paper.redstone-alternatif",
"family": "paper",
"measure": "redstone.mspt.avg",
"value": 60,
"unit": "ms",
"threshold": 35,
"control_test": "redstone",
"file": "config/paper-world-defaults.yml",
"setting": "misc.redstone-implementation",
"proposed_value": "ALTERNATE_CURRENT",
"current_value": null
},
{
"id": "spigot.portee-activation-monstres",
"family": "spigot",
"measure": "mobAI.mspt.avg",
"value": 298.7,
"unit": "ms",
"threshold": 35,
"control_test": "mobAI",
"file": "spigot.yml",
"setting": "world-settings.default.entity-activation-range.monsters",
"proposed_value": "24",
"current_value": null
},
{
"id": "bukkit.limite-monstres",
"family": "bukkit",
"measure": "mobAI.mspt.avg",
"value": 298.7,
"unit": "ms",
"threshold": 50,
"control_test": "mobAI",
"file": "bukkit.yml",
"setting": "spawn-limits.monsters",
"proposed_value": "50",
"current_value": null
}
]
}Java start-up line
The options this server was started with, checked against its Java version. Corrections fix what is certainly wrong; leads to test are settings to measure, never applied for you.
Current line (4 arguments)
Values of system properties, agents and file paths are never shown: they appear as <redacted>.
-Xms128M -XX:MaxRAMPercentage=95.0 -Dterminal.jline=false -Dterminal.ansi=true
Nothing to correct: every option is valid for Java 25.
To test
Performance settings to try one at a time, then measure with a benchmark before and after. None of them is applied in the corrected line, and none comes with a promised gain.
Settings documented by PaperMC for Minecraft servers: they size G1's young generation for the game's very high allocation rate and start collections earlier. Initial and maximum heap at the same size, with AlwaysPreTouch, commit the whole heap at start-up: proposed only because that heap already stays under the memory limit.
-Xms16184M -Xmx16184M -XX:+UseG1GC -XX:+ParallelRefProcEnabled -XX:MaxGCPauseMillis=200 -XX:+UnlockExperimentalVMOptions -XX:+DisableExplicitGC -XX:+AlwaysPreTouch -XX:G1NewSizePercent=30 -XX:G1MaxNewSizePercent=40 -XX:G1HeapRegionSize=8M -XX:G1ReservePercent=20 -XX:G1HeapWastePercent=5 -XX:G1MixedGCCountTarget=4 -XX:InitiatingHeapOccupancyPercent=15 -XX:G1MixedGCLiveThresholdPercent=90 -XX:G1RSetUpdatingPauseTimePercent=5 -XX:SurvivorRatio=32 -XX:+PerfDisableSharedMem -XX:MaxTenuringThreshold=1No measurement of this run points to it: it stays a lead to measure.
sourceA collector with very short pauses for large heaps, at the cost of more CPU and memory. It replaces the current collector: remove the current collector option and its own tuning options, then measure. From Java 23 the generational mode is the default.
-XX:+UseZGCNo measurement of this run points to it: it stays a lead to measure.
sourceRe-run and compare
- Apply the corrected line where your server starts (panel start-up parameters, start.sh).
- Restart the server.
- Run a new benchmark:
/bench start - Compare the new report with this one.
This report is the before; add the new report to the comparison once it is in. A single run on each side says little: the gap between two runs of an unchanged server is noise.
Every measurement
Each test in full. Tests in trouble are open; the others fold to their summary line.
Single-Core Stress
RedstoneUnstable18.42 TPS60.0 ms36.1s
Single-core stress via intensive redstone circuit updates.
- Unfiltered samples usedUsing unfiltered samples (filter rate: 60%)
- Heavy garbage collection68 collections, 695ms total
- The run did not hold steadyTPS avg=18.42<19, TPS P1=5.00<15, TPS StdDev=10.52>2, TPS min=5.00 (27% of avg)
Percentiles and stability
Raw data (4 fields)
Block PhysicsHealthy20.00 TPS32.3 ms20.5s
Single-core stress via falling-block physics.
- Heavy garbage collection12 collections, 551ms total
Percentiles and stability
Raw data (4 fields)
Exploration
Chunk LoadingHealthy19.95 TPS4.9 ms20.4s
Chunk generation and loading speed across dispersed zones.
- Heavy garbage collection13 collections, 2053ms total
Percentiles and stability
Raw data (2 fields)
Chunk TickingHealthy20.00 TPS27.8 ms41.2s
Server performance when ticking many loaded chunks with random tick updates.
- Heavy garbage collection18 collections, 720ms total
Percentiles and stability
Raw data (3 fields)
Lighting UpdateHealthy20.00 TPS2.9 ms24.8s
Lighting recomputation throughput on block place / break.
- Heavy garbage collection4 collections, 205ms total
Percentiles and stability
Raw data (2 fields)
Entities
Mob AICritical5.77 TPS298.7 ms28.2s
Complex mob AI behaviours (villagers, iron golems, hostile mobs).
- Unfiltered samples usedUsing unfiltered samples (filter rate: 95%)
- Heavy garbage collection20 collections, 630ms total
- The run did not hold steadyTPS avg=5.77<19, TPS P1=4.88<15, TPS StdDev=3.25>2
Percentiles and stability
Raw data (12 fields)
Mechanics
HopperHealthy20.00 TPS2.3 ms19.0s
Intensive hopper chain item transfers.
- Heavy garbage collection12 collections, 738ms total
Percentiles and stability
Raw data (2 fields)
ExplosionHealthy20.00 TPS5.0 ms17.3s
Massive TNT explosions and block destruction.
- Heavy garbage collection8 collections, 602ms total
Percentiles and stability
Raw data (2 fields)
Ticking Tile EntitiesHealthy20.00 TPS2.3 ms36.8s
Many ticking tile entities (furnaces, hoppers, etc.).
- Heavy garbage collection4 collections, 682ms total
Percentiles and stability
Raw data (2 fields)
World SaveHealthy20.00 TPS1.7 ms4.8s
World save speed and TPS impact during save operations.
- Heavy garbage collection4 collections, 507ms total
Percentiles and stability
Raw data (2 fields)
Bone Meal GrowthHealthy20.00 TPS2.2 ms22.1s
Rapid crop and tree growth via bone meal.
- Heavy garbage collection1 collections, 144ms total
Percentiles and stability
Raw data (8 fields)
CPU
Single-Core (tick-aligned)Healthy20.00 TPS3.9 ms10.0s
Single-thread compute throughput measured on the main thread under the tick scheduler.
- Heavy garbage collection2 collections, 280ms total
Percentiles and stability
Raw data (3 fields)
Multi-Core CPUHealthy19.99 TPS1.9 ms21.3s
Parallel computation throughput across worker threads.
- Heavy garbage collection1 collections, 140ms total
Percentiles and stability
Raw data (3 fields)
Memory & Storage
Memory PerformanceHealthy20.00 TPS2.0 ms112.7s
RAM bandwidth and latency.
JVM measurements — do not reflect actual bare-metal performance.
- Heavy garbage collection13 collections, 520ms total
Percentiles and stability
Raw data (2 fields)
Disk PerformanceHealthy20.00 TPS2.2 ms75.3s
Sequential and random 4K read/write performance.
JVM measurements — do not reflect actual bare-metal performance.
- Heavy garbage collection27 collections, 340ms total
Percentiles and stability
Raw data (3 fields)
Network
Network (NBT)Healthy19.08 TPS51.5 ms21.3s
Serialisation throughput — proxy for the rate at which the server can ship world data to clients.
- Heavy garbage collection40 collections, 266ms total
Percentiles and stability
Raw data (2 fields)
›Machine and serverAMD EPYC 7R13 Processor · Paper · 1.21.11
Score Breakdown
Detailed sub-category scores