High CPU usage, lag and poor performance on dedicated / integrated servers
Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
Description
Vanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
How to reproduce the issues & Testing methods
Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
Testing methods & RAM allocation
Tested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui
(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Players at the same time: 1-3, 3-5, 5-10
Usual activities during the tests:
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).
The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).
Overall, the server performance should be definetly optimized more and some things can be tweaked.
Related issues: MC-117611, MC-44385, MC-4890, MC-342, MC-54026
Environment
Hosting machines hardware specifications:
#1
CPU: Intel Core i7 6700K (4c/8t) @ 4.40Ghz
RAM: 2 x 8GB DDR4 2666MHz
Storage:
1 x NVMe M.2 SSD 256GB (R: 2800MB/s / W: 1100MB/s)
1 x 1TB HDD 7.2K RPM, 64MB Cache
1 x 2TB HDD 7.2K RPM, 64MB Cache
#2
CPU: AMD Ryzen 5 1600X (6c/12t) @ 3.90GHz
RAM: 2 x 8GB DDR4 2666MHz
Storage:
1 x Sata III SSD 128GB (R: 480MB/s / W: 400MB/s)
2 x 2TB HDD 7.2K RPM, 64MB Cache
#3
CPU: AMD FX-6100 (6c/6t) @ 4.00GHz
RAM: 2 x 4GB DDR3 1866MHz
Storage:
1 x 1TB HDD 7.2K RPM, 32MB Cache
Linked Issues
- Cannot Reproduce
VideoklipBG- 155
- 72
- Confirmed
- Performance
- cpu lag ram server server-side tps usage
1.12-pre7 - 19w45b
1.12-pre7 1.12 1.12.2 17w45b 17w46a 17w47a 17w47b 17w48a 17w49a 17w49b 18w01a 18w02a 18w06a 18w07a 18w07b 18w07c 18w08a 18w11a 18w14a 18w14b 18w15a 18w16a 18w19a 18w19b 18w20a 18w20c 18w21a 18w21b 18w22a 18w22b 18w22c 1.13-pre1 1.13-pre2 1.13-pre3 1.13-pre4 1.13-pre5 1.13-pre6 1.13-pre7 1.13-pre8 1.13-pre10 1.13 18w30a 18w30b 18w31a 18w32a 1.13.1-pre1 1.13.1-pre2 1.13.1 1.13.2-pre1 1.13.2-pre2 1.13.2 18w43a 18w43b 18w43c 18w44a 18w45a 18w46a 18w47a 18w47b 18w48a 18w48b 18w49a 18w50a 19w02a 19w03a 19w03b 19w03c 19w04a 19w04b 19w05a 19w06a 19w07a 19w08a 19w08b 19w09a 19w11a 19w11b 19w12a 19w12b 19w13a 19w13b 19w14a 19w14b 1.14-pre1 1.14-pre2 1.14-pre3 1.14-pre4 1.14-pre5 1.14 1.14.1-pre1 1.14.1-pre2 1.14.1 1.14.2-pre1 1.14.2-pre2 1.14.2-pre3 1.14.2-pre4 1.14.2 1.14.3-pre2 1.14.3-pre3 1.14.3-pre4 1.14.3 1.14.4-pre1 1.14.4-pre2 1.14.4-pre3 1.14.4-pre4 1.14.4-pre5 1.14.4-pre6 1.14.4 19w34a 19w35a 19w36a 19w37a 19w38b 19w39a 19w40a 19w41a 19w42a 19w45b
Created Issue:
Extreme Lag and High CPU Usage on Server Platform
Server Starting Arguments: java -Xms1024M -Xmx1024M -jar minecraft_server.1.12-pre7.jar
Server Dedicated RAM: 1GB (1024MB)When starting new clean installation - Server is generating World in 1 - 2 sec max;
Restarting Server takes around 3 - 4 sec max;Joining the Server with client (10 Chunks Render Distance, No Mods / Addons), Server Viewing Distance: 10
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Environment
Hosting Machine Specs:
CPU: Intel Core i7 6700K, 4.00GHz, 4 Cores, 8 Threads;
RAM: 2x8GB (16GB) 2666MHz, DDR4;
SSD: 120GB 520MB/s Read / Write speed, Sata 3, 6 Gbits/s;
PSU: 1000W 80 Gold Plus
GPU: Nvidia GeForce GTX 980 Ti, G1 Gaming, 6GB, GDDR5;
OS: Windows 7, Ultimate, x64 Bit;Other:
No Background Programs / Applications Runing;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 14% - 23% (Max);
Server Starting Arguments: java -Xms1024M -Xmx1024M -jar minecraft_server.1.12-pre7.jar
Server Dedicated RAM: 1GB (1024MB)When starting new clean installation - Server is generating World in 1 - 2 sec max;
Restarting Server takes around 3 - 4 sec max;Joining the Server with client (10 Chunks Render Distance, No Mods / Addons), Server Viewing Distance: 10
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is
Server Starting Arguments: java -Xms1024M -Xmx1024M -jar minecraft_server.1.12-pre7.jar
Server Dedicated RAM: 1GB (1024MB)When starting new clean installation - Server is generating World in 1 - 2 sec max;
Restarting Server takes around 3 - 4 sec max;Joining the Server with client (10 Chunks Render Distance, No Mods / Addons), Server Viewing Distance: 10
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is
Server Starting Arguments: java -Xms1024M -Xmx1024M -jar minecraft_server.1.12-pre7.jar
Server Dedicated RAM: 1GB (1024MB)When starting new clean installation - Server is generating World in 1 - 2 sec max;
Restarting Server takes around 3 - 4 sec max;Joining the Server with client (10 Chunks Render Distance, No Mods / Addons), Server Viewing Distance: 10
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Hosting Machine Specs:
CPU: Intel Core i7 6700K, 4.
00GHz, 4 Cores, 8 Threads;
RAM: 2x8GB (16GB) 2666MHz, DDR4;
SSD: 120GB 520MB/s Read / Writespeed, Sata 3, 6 Gbits/s;
PSU: 1000W 80 Gold Plus
GPU: Nvidia GeForce GTX 980 Ti,G1 Gaming, 6GB,GDDR5;
OS: Windows 7,Ultimate,x64Bit;Other:
No Background Programs / Applications Runing;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 14% - 23% (Max);Hosting Machine Specs:
CPU: Intel Core i7 6700K, 4.20GHz, 4 Cores, 8 Threads
RAM: 2x8GB (16GB) 2666MHz, DDR4
SSD: 120GB 560MB/s Read / Write, Sata 3, 6 Gbits/s
PSU: 1050W 80 Gold Plus
GPU: Nvidia GeForce GTX 980 Ti G1 Gaming, 6GB GDDR5
OS: Windows 7 Ultimate x64Other:
No Background Programs / Applications Runing;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 14% - 23% (Max);
ExtremeLag and High CPUUsageon Server PlatformLag and Very High CPU Load on Server Platform
Hosting Machine Specs:
CPU: Intel Core i7 6700K, 4.20GHz, 4 Cores, 8 Threads
RAM: 2x8GB (16GB) 2666MHz, DDR4
SSD: 120GB 560MB/s Read / Write, Sata 3, 6 Gbits/s
PSU: 1050W 80 Gold Plus
GPU: Nvidia GeForce GTX 980 Ti G1 Gaming, 6GB GDDR5
OS: Windows 7 Ultimate x64Other:
NoBackground Programs / Applications Runing;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 14% -23% (Max);Hosting Machine Specs:
CPU: Intel Core i7 6700K, 4.20GHz, 4 Cores, 8 Threads
RAM: 2x8GB (16GB) 2666MHz, DDR4
SSD: 120GB 560MB/s Read / Write, Sata 3, 6 Gbp/s
PSU: 1050W 80 Gold Plus
GPU: Nvidia GeForce GTX 980 Ti G1 Gaming, 6GB GDDR5, 384 Bit
OS: Windows 7 Ultimate x64 / Windows 10 Pro x64Other:
Background Programs / Applications Runing: N/A;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 12% - 19% (Max);
Hosting Machine Specs:
CPU: Intel Core i7 6700K, 4.20GHz, 4 Cores, 8 Threads;
RAM: 2x8GB (16GB) 2666MHz, DDR4;
SSD: 120GB 560MB/s Read / Write, Sata 3, 6 Gbp/s;
PSU: 1050W 80 Gold Plus;
GPU: Nvidia GeForce GTX 980 Ti G1 Gaming, 6GB GDDR5, 384 Bit;
OS: Windows 7 Ultimate x64 / Windows 10 Pro x64;Other:
Background Programs / Applications Runing: N/A;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 12% - 19% (Max);
Server Starting Arguments: java -Xms1024M -Xmx1024M -jar minecraft_server.1.12-pre7.jar
Server Dedicated RAM: 1GB (1024MB)When starting new clean installation - Server is generating World in 1 - 2 sec max;
Restarting Server takes around 3 - 4 sec max;Joining the Server with client (10 Chunks Render Distance, No Mods / Addons), Server Viewing Distance: 10
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM: 1GB (1024MB)
When starting new clean installation - Server is generating World in 1 - 2 sec max;
Restarting Server takes around 3 - 4 sec max;Joining the Server with client (10 Chunks Render Distance, No Mods / Addons), Server Viewing Distance: 10
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
1GB (1024MB)When starting new clean installation
-Server is generating Worldin 1 - 2 secmax;
Restarting Server takes around3-4 secmax;Joining the Server with
client (10 Chunks Render Distance, No Mods / Addons), Server ViewingDistance: 10When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
- 1GB (1024MB)
- 2GB (2048MB)
- 4GB (4096MB)
When starting new, clean installation the Server is generating World / Terrain in 3s - 5s max;
Restarting Server takes around 4s - 6s max;Joining the Server with Client from other PC (10 Chunks Render Distance, No Mods / Addons), Server View Distance: 10 (Default), (Tried also View Distance: 7, 8, 9)
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
- 1GB (1024MB)
- 2GB (2048MB)
- 4GB (4096MB)
When starting new, clean installation the Server is generating World / Terrain in 3s - 5s max;
Restarting Server takes around 4s - 6s max;Joining the Server with Client from other PC (10 Chunks Render Distance, No Mods / Addons), Server View Distance: 10 (Default), (Tried also View Distance: 7, 8, 9)
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 1
0% -15%, one player in the Server;In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36%
sometimes;Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll
up)andgenerating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons /special things)Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.
I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU &RAMUsageseems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
- 1GB (1024MB)
- 2GB (2048MB)
- 4GB (4096MB)
When starting new, clean installation the Server is generating World / Terrain in 3s - 5s max;
Restarting Server takes around 4s - 6s max;Joining the Server with Client from other PC (10 Chunks Render Distance, No Mods / Addons), Server View Distance: 10 (Default), (Tried also View Distance: 7, 8, 9)
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 15% - 24%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36%.
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll-up) while generating new chunks - The CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / etc.)
Flying forward in full Spectator Mode Speed - The load is around 54% - 60% and the Server RAM Usage is 50% - 60% (1GB), 25-35% - 4GB.
Switching again to Survival Mode (And walking on the ground) - The CPU load is around 15% - 24%, the RAM Usage is 50-60% (500-600MB from 1GB).Usually when the Server is restarted and the player re-join again - The usage again is around 10% (Minimum) to 24%+ when standing still / walking slowly; Jumps very high again, when doing things (Walking, exploring, generating new terrain, interacting with blocks, mobs, ect.)
Server outputs warning / error messages "Can't keep up" "Skipping XXX ticks, XXXms behind" Which indicates Server Lag and "rubber-banding" occurs. In this case skipped ticks are usually around 74 - 192 ticks and jumping 3102ms - 8890ms (roll-back) behind.
Using "Server Wrapper" (GUI Software) to monitor the RAM usage, CPU load, Minimum, Average and Maximum values.
Hosting the Server via CMD (Windows OS) / Batch File (Without GUI software, etc. Folowwing the general instructions in the wiki). The resource usage / load is same (Using other programs / software to monitor and log the statistics and data);
- Tested on different machines, different specifications and even on Minecraft Client machine;
- Tested with AMD FX-6100 3.9GHz, Intel Core i7 6700K 4.2GHz; 4x2GB 1800MHz RAM, 2x8GB 2666MHz RAM;
Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
- 1GB (1024MB)
- 2GB (2048MB)
- 4GB (4096MB)
When starting new, clean installation the Server is generating World / Terrain in 3s - 5s max;
Restarting Server takes around 4s - 6s max;Joining the
Server withClient from other PC (10ChunksRenderDistance,NoMods /Addons), ServerViewDistance: 10 (Default), (Tried alsoViewDistance: 7, 8, 9)When exploring some terrain (
GeneratingNewChunks) inSurvivalMode (No flying, ect.) usually theServer CPU is around 15% - 24%, one player in theServer;In
Creative mode(Gamemode 1)when flying around (Not straight forward) theServer CPUUsage jumps to 21% - 36%.Switching to
SpectatorMode (Gamemode3)and flying inAround 80% speed (Mouse scroll-up) while generating new chunks - The CPUUsage is little bit higher than 52% (Again, only one player -Me, no mods / addons / etc.)Flying forward in full
SpectatorModeSpeed - The load is around 54% - 60% and theServer RAMUsage is 50% - 60% (1GB), 25-35% - 4GB.
Switching again toSurvivalMode (And walking on the ground) -The CPU load is around 15% - 24%, the RAMUsage is 50-60% (500-600MB from 1GB).Usually when the
Server is restarted and the player re-join again -The usage again is around 10% (Minimum) to 24%+ when standing still / walking slowly;Jumps very high again, when doing things (Walking, exploring, generating new terrain, interacting with blocks, mobs, ect.)Server outputs warning / error messages "Can't keep up" "Skipping XXX ticks, XXXms behind"
Which indicatesServerLag and "rubber-banding" occurs. In this case skipped ticks are usually around 74 - 192 ticks and jumping 3102ms - 8890ms (roll-back) behind.Using "Server Wrapper" (GUI Software) to monitor the RAM usage, CPU load,
Minimum,Average andMaximum values.Hosting the
Server via CMD (Windows OS) / Batch File (Without GUI software, etc. Folowwing the general instructions in the wiki). The resource usage / load is same (Using other programs / software to monitor and log the statistics and data);
- Tested on different machines, different specifications and even on Minecraft Client machine;
- Tested with AMD FX-6100 3.9GHz, Intel Core i7 6700K 4.2GHz; 4x2GB 1800MHz RAM, 2x8GB 2666MHz RAM;
Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed
*Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
- 1GB (1024MB)
- 2GB (2048MB)
- 4GB (4096MB)
When starting new, clean installation the Server is generating World / Terrain in 3s - 5s max;
Restarting Server takes around 4s - 6s max;Joining the server with client from other PC (10 chunks render distance, no mods / addons), Server view distance: 10 (default), (Tried also view distance: 7, 8, 9)
When exploring some terrain (generating new chunks) in survival mode (No flying, etc.) usually the server CPU is around 15% - 24%, one player in the server;
In creative mode, when flying around (not straight forward) the server CPU usage jumps to 21% - 36%.
Switching to spectator mode and flying in around 80% speed (Mouse scroll-up) while generating new chunks - The CPU usage is little bit higher than 52% (again, only one player - me, no mods / addons / etc.)
Flying forward in full spectator mode speed - The load is around 54% - 60% and the server RAM usage is 50% - 60% (1GB), 25-35% - 4GB.
Switching again to survival mode (and walking on the ground) - the CPU load is around 15% - 24%, the RAM usage is 50-60% (500-600MB from 1GB).Usually when the server is restarted and the player re-join again - the usage again is around 10% (minimum) to 24%+ when standing still / walking slowly; jumps very high again, when doing things (walking, exploring, generating new terrain, interacting with blocks, mobs, etc.)
Server outputs warning / error messages "Can't keep up" "Skipping XXX ticks, XXXms behind", which indicates server lag and "rubber-banding" occurs. In this case skipped ticks are usually around 74 - 192 ticks and jumping 3102ms - 8890ms (roll-back) behind.
Using "Server Wrapper" (GUI Software) to monitor the RAM usage, CPU load, minimum, average and maximum values.
Hosting the server via CMD (Windows OS) / Batch File (without GUI software, etc. Following the general instructions in the wiki). The resource usage / load is same (using other programs / software to monitor and log the statistics and data);
- Tested on different machines, different specifications and even on Minecraft Client machine;
- Tested with AMD FX-6100 3.9GHz, Intel Core i7 6700K 4.2GHz; 4x2GB 1800MHz RAM, 2x8GB 2666MHz RAM;
Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed.
Lag andVeryHigh CPULoad onServerPlatformLag and very high CPU load on server platform
Lag and very high CPU load on server platformHigh CPU usage, lag and poor performance on multiplayer / integrated servers
Hosting
MachineSpecs:CPU: Intel Core i7 6700K, 4.20GHz, 4 Cores, 8 Threads;
RAM: 2x8GB (16GB) 2666MHz, DDR4;
SSD: 120GB 560MB/s Read / Write, Sata 3, 6 Gbp/s;
PSU: 1050W 80 Gold Plus;
GPU: Nvidia GeForce GTX 980 Ti G1 Gaming, 6GBGDDR5, 384 Bit;
OS: Windows 7 Ultimate x64 / Windows 10 Pro x64;Other:
Background Programs / Applications Runing: N/A;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 12% - 19% (Max);Hosting machines hardware specifications:
#1
CPU: Intel Core i7 6700K (4c/8t) @ 4.40Ghz
RAM: 2 x 8GB DDR4 2666MHz
Storage:
1 x NVMe M.2 SSD 256GB (R: 2800MB/s / W: 1100MB/s)
1 x 1TB HDD 7.2K RPM, 64MB Cache
1 x 2TB HDD 7.2K RPM, 64MB Cache
#2
CPU: AMD Ryzen 5 1600X (6c/12t) @ 3.90GHz
RAM: 2 x 8GB DDR4 2666MHz
Storage:
1 x Sata III SSD 128GB (R: 480MB/s / W: 400MB/s)
2 x 2TB HDD 7.2K RPM, 64MB Cache
#3
CPU: AMD FX-6100 (6c/6t) @ 4.00GHz
RAM: 2 x 4GB DDR3 1866MHz
Storage:
1 x 1TB HDD 7.2K RPM, 32MB Cache
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
1GB (1024MB)2GB (2048MB)4GB (4096MB)When starting new, clean installation the Server is generating World / Terrain in 3s - 5s max;
Restarting Server takes around 4s - 6s max;Joining the server with client from other PC (10 chunks render distance, no mods / addons), Server view distance: 10 (default), (Tried also view distance: 7, 8, 9)
When exploring some terrain (generating new chunks) in survival mode (No flying, etc.) usually the server CPU is around 15% - 24%, one player in the server;
In creative mode, when flying around (not straight forward) the server CPU usage jumps to 21% - 36%.
Switching to spectator mode and flying in around 80% speed (Mouse scroll-up) while generating new chunks - The CPU usage is little bit higher than 52% (again, only one player - me, no mods / addons / etc.)
Flying forward in full spectator mode speed - The load is around 54% - 60% and the server RAM usage is 50% - 60% (1GB), 25-35% - 4GB.
Switching again to survival mode (and walking on the ground) - the CPU load is around 15% - 24%, the RAM usage is 50-60% (500-600MB from 1GB).Usually when the server is restarted and the player re-join again - the usage again is around 10% (minimum) to 24%+ when standing still / walking slowly; jumps very high again, when doing things (walking, exploring, generating new terrain, interacting with blocks, mobs, etc.)
Server outputs warning / error messages "Can't keep up" "Skipping XXX ticks, XXXms behind", which indicates server lag and "rubber-banding" occurs. In this case skipped ticks are usually around 74 - 192 ticks and jumping 3102ms - 8890ms (roll-back) behind.
Using "Server Wrapper" (GUI Software) to monitor the RAM usage, CPU load, minimum, average and maximum values.
Hosting the server via CMD (Windows OS) / Batch File (without GUI software, etc. Following the general instructions in the wiki). The resource usage / load is same (using other programs / software to monitor and log the statistics and data);
- Tested on different machines, different specifications and even on Minecraft Client machine;
- Tested with AMD FX-6100 3.9GHz, Intel Core i7 6700K 4.2GHz; 4x2GB 1800MHz RAM, 2x8GB 2666MHz RAM;
Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed.h5. Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
h4. Description
Vanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
h4. How to reproduce the issues & Testing methods
h5. Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
h5. Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
h5. Testing methods & RAM allocation
Tested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
h5.Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
h4.DescriptionVanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
h4.How to reproduce the issues & Testing methods
h5.Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
h5.Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
h5.Testing methods & RAM allocationTested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
Description
Vanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
How to reproduce the issues & Testing methods
Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
Testing methods & RAM allocation
Tested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Players at the same time: 1-3, 3-5, 5-10
Usual activities during the tests:
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
I think that it should be made some optimizations under Chunk Loading (Server side / server platform), some Server Resource consumption optimizations (CPU / RAM) and to determine what causes and fix the TPS Drop / High CPU Usage with one player in the Server. (If there are more people in the Server in current state - Pre release 7, the Server is unplayable / The playing experience is very bad)
MC113611 does semi-describe the lag, but it's TPS Lag, here in this situation I experience a lot of High CPU Usage, little bit more RAM Usage than usual and time to time roll-backing, rubber-banding TPS, like from 20.0 (It should be 20 Ticks per second), in some cases (When CPU Usage jumps from 14-20% to 40-50%+ - The TPS is jumping down to 8-9 I think (Not exactly, I have not monitor it), but that it feels. And jumps to like 15-16 back. All this - With only one player (Me) in the Server. This ruins the all multiplayer experience, playing, SMP Servers, ect. Even if in the future switching the Server to Bukkit / Modded version / Other platform with edited code...
Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
Description
Vanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
How to reproduce the issues & Testing methods
Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
Testing methods & RAM allocation
Tested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Players at the same time: 1-3, 3-5, 5-10
Usual activities during the tests:
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
Related issues:
MC-117611,
Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
Description
Vanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
How to reproduce the issues & Testing methods
Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
Testing methods & RAM allocation
Tested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Players at the same time: 1-3, 3-5, 5-10
Usual activities during the tests:
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
Related issues:
MC-117611,Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
Description
Vanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
How to reproduce the issues & Testing methods
Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
Testing methods & RAM allocation
Tested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Players at the same time: 1-3, 3-5, 5-10
Usual activities during the tests:
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
Related issues:
MC-117611,MC-44385, MC-4890,MC-342,MC-54026
relates to
is duplicated by
is duplicated by
Affects 18w33a.
I feel as if the 1.13 was rushed and was never optimized.
is duplicated by
High CPU usage, lag and poor performance onmultiplayer/ integrated serversHigh CPU usage, lag and poor performance on dedicated / integrated servers
I've been having this problem in singleplayer since 1.13 came out and I just can't stand it anymore. I know it's only been since 1.13 came out because before then it ran really nicely with clouds and particles on and graphics on fancy. But now, if I want a decent framerate, I have to have all those off. Even then it really takes up a lot of my CPU.
I really love this game but I just can't play it anymore without my computer having a bad time. This is a serious problem and it's genuinely upsetting.
Currently on Pre-release 2 for 1.14.1. One of my servers with 6 players is hovering around 130%.
Debug for 10 seconds:
Hopefully that helps, if you need the map we can give it. But this is stupid that no one has replied to this report. It's really disheartening, but fixing problems doesn't make more money.
is duplicated by
is duplicated by
is duplicated by
@Kamil Piglowski add more RAM to the server.
I have also CPU problems, my server close becors of 1.14.4 high CPU use.
Early Reflections I'm experiencing the exact same issues, along with many others. I have created MC-118106 a long time ago and recently updated it.
Early Reflections Since this bug with this error is resolved, I suggest maybe to contribute your information to the ticket suggested by VideoklipBG, MC-118106 the description there is very close to yours. Although as Kumasasa said this could a be new issue. I would search and create a new ticket if needed. The previous error (crash report) and the new issue you're experiencing are not the same per title as this bug here.
As soon as I free up today, I'll try to recreate what you're experiencing.
Alex Kooks I think MC-117611 is still valid, but it describes high tick delay and extreme lag (which is still present currently in 1.13-pre1).
This ticket (MC-118106) also describes high resource usage (CPU & RAM) in more detail, along with the very bad lag and high tick processing time.
Players when loading different regions in the world will cause the generation to ask for a region out of bounds, immediately crashing the server. When loading the server again, the server will operate as normal until the triggering player joins again, prompting a crash. Currently in game work around involves having an admin teleport the player away from the triggering area before the crash (Typically a repeating command block teleport command). Attached to this report are several crash reports indicating different locations in the world that are causing the error. Appears to be several chunks.
This may be related to MC-118106 and is similar in nature to MC-125134
Description: Exception generating new chunk java.util.concurrent.ExecutionException: java.lang.RuntimeException: We are asking a region for a chunk out of bound | -174 8 at java.util.concurrent.CompletableFuture.reportGet(CompletableFuture.java:357) at java.util.concurrent.CompletableFuture.get(CompletableFuture.java:1895) at sl.c(SourceFile:126) at st.a(SourceFile:84) at su.c(SourceFile:143) at sm.i_(SourceFile:223) at net.minecraft.server.MinecraftServer.w(SourceFile:693) at rx.w(SourceFile:365) at net.minecraft.server.MinecraftServer.v(SourceFile:626) at net.minecraft.server.MinecraftServer.run(SourceFile:531) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.RuntimeException: We are asking a region for a chunk out of bound | -174 8 at sr.c(SourceFile:114) at bqc.a(SourceFile:56) at sy.a(SourceFile:13) at sz.a(SourceFile:34) at bqg.a(SourceFile:95) at tg.a(SourceFile:62) at tg.a(SourceFile:25) at agk$a.a(SourceFile:131) at java.util.concurrent.CompletableFuture.uniApply(CompletableFuture.java:602) at java.util.concurrent.CompletableFuture$UniApply.tryFire(CompletableFuture.java:577) at java.util.concurrent.CompletableFuture$Completion.exec(CompletableFuture.java:443) at java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:289) at java.util.concurrent.ForkJoinPool$WorkQueue.runTask(ForkJoinPool.java:1056) at java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:1692) at java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:157)
-- Chunk to be generated -- Details: Location: -174,8 Position hash: 38654705490 Generator: brx@4ff48f11 Stacktrace: at sl.a(SourceFile:170) at sl.c(SourceFile:129) at st.a(SourceFile:84) at su.c(SourceFile:143) at sm.i_(SourceFile:223) at net.minecraft.server.MinecraftServer.w(SourceFile:693) at rx.w(SourceFile:365) at net.minecraft.server.MinecraftServer.v(SourceFile:626) at net.minecraft.server.MinecraftServer.run(SourceFile:531) at java.lang.Thread.run(Thread.java:748)
A fresh world (i.e. not upgraded from 1.12.2) on a 1.13-pre8 vanilla server using the official server jar runs at 8-14 tps on my computer, where it would run the same world in singleplayer at 20. The same computer can also run a vanilla 1.12.2 server with a normal world at 20 tps without problems.
Steps:
- Create a new world in 1.13-pre8, using default generation settings
- Run debug profiler or observe the latest.log file
- Exit and start the same world on a 1.13-pre8 server
- Run debug profiler or observe the console
- Optionally, compare results with a 1.12.2 server jar, with a similar world
- The server should be skipping more ticks and having a hard time keeping up compared to the singleplayer integrated server.
For some reason when blowing up TNT, your FPS will drop all the way drop to zero.
This issue has been reported before (MC-135529 and MC-133867), but I don't think that this issue should duplicate MC-118106 at all. MC-118106 started happening in 1.12 Pre-Release 7 and the TNT FPS issue started in the 1.13 snapshot 17w47b.
Slicedlime's video shows how badly your FPS drops. https://youtu.be/_pF72W7zWhY?t=45s
How can there be anything more important than this at this point for whoever is responsible for backend development? Is there even anybody responsible for it?
This bug has been reported over three months ago, received more than 100 votes and almost 100 comments in that short time, it has been confirmed (or at least acknowledged) by Dinnerbone and it renders every snapshot absolutely useless because the game is unplayable in multiplayer (and also in singleplayer due to MC-118106, which I believe is related).
Mojang, get your priorities right and communicate. Are Mojang devs even using this issue tracker to see what the hell is going on? Is there any way to get their attention here so they realize that this is a serious problem (e.g., for the mods)?
@Kamil Pigłowski
While this ticket (MC-118106) is indeed about performance issues, it is more about long standing structural issues. If you have experienced a massive change within 1.14 then it is more likely that you are experiencing both MC-138550 and MC-118106.
You really should look into MC-138550. It's an acute issue that has arisen during the 1.14 shapshots that has been partially resolved several times but it keeps returning with a vengeance. If MC-138550 does appear to be impacting you please show your support on that issue as we're not even sure if Mojang acknowledges it as a legitimate issue as we haven't seen any official communication as of yet.
I hope that helps.

Does
MC-117611describe your issue?I've noticed the same problem, but in singleplayer.
when in singleplayer, and on server I also experience the dreadful lag even on a i7-7700HQ turbo-clocked
VideoklipBG I see you have 3 machines listed/tested but just to clarify:
Xavom Thanks for pointing this out, I forgot to clarify these particular things.
All machines are running the latest Windows 10 (x64) all the time. However, along with the testing I had several OS re-installs on two of them. (The second one in the "environment" field is my friend's PC, we ran multiple tests not long ago)
My main and "secondary" PCs (the 1st & 3rd) were running on Windows 7 (x64) quite a while ago. I had initially performed the first tests back then when I created this issue.
I've tested multiple operating systems, including Windows 7, Linux Ubuntu (Server & Desktop edittions), Windows 10 (the older versions) and currently the latest versions / updates.
None of the physical machines was / is running Virtual Machine in the background, nor other external softwares / background processes.
The client was running on a different device (laptop) and the connection between the server(s) and the client(s) had no effect in any way while testing.
Additional info:
I, along with friends of mine can confirm the issues, we were experiencing. During the tests there were other, actual players for more realistic and accurate results. (Not idle / AFK clients, just connected from one place)
https://bugs.mojang.com/browse/MC-117611?focusedCommentId=458596&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-458596
Reply to Neko: If this is now an issue again, the status on
MC-117611by logic, is re-opened?Alex Kooks I think
MC-117611is still valid, but it describes high tick delay and extreme lag (which is still present currently in 1.13-pre1).This ticket (
MC-118106) also describes high resource usage (CPU & RAM) in more detail, along with the very bad lag and high tick processing time.I get big lag spikes even when generating empty chunks or playing on superflat worlds.
Affects 1.13-pre7
Still an issue in 1.13-pre10.
I have a single server running, with one player logged on, on an entire dedicated box - Intel i7-7700k @ 5GHz, 64GB RAM and NVMe storage - and I'm seeing the same issues.
Confirmed for release 1.13.
Until this bug is fixed, rather than being a simple boon, pregeneration will be a mandate for all (even small) survival server owners who want their players to have a decent experience.
In previous releases, pregeneration was nice, but I hardly did it because my servers were mainly for a few people and we experienced no lag at all.
Affects 18w31a, TPS still decreases to about 8-9 when generating new chunks.
It seems like 17w47b is the 1.13 snapshot that added extreme lag from exploding TNT (
MC-135529andMC-133867). Exploding TNT in snapshots 17w47a and below is the same as 1.12.2.Confirmed for 18w33a.
Still Unassigned in more than a year?
Confirmed in EVERY 1.13 snapshot.
Playing 1.13 on a multi player survival server is near impossible. The tick lag / client server sync is so far off it is near unplayable. Example: Bridging over a ravine, the void, the nether, you place a block, you see the block, you move to said block... the block is now gone and so are you... and all that you've worked for. Misplace a gravity block while in water and you take a ride down into the void. A hostile mob attacks me, I attack back, the hostile mob floats in the air while I perform a "Matrix" move on it. I'm not that OP. I watch videos were what once could be done now is near impossible, all the while playing on a respectable white listed SMP server experiencing the exact same issues. Missing items from player inventory, furnaces that only smelt some of the items yet burn the fuel for all of them. When the server restarts, the game is somewhat playable, and yet predictably becomes more and more unplayable in a short period of time.
I am sorry Mojang but I feel like I'm beta testing right now. I'm not sure how I can help, but this is really bad. Please help me help you.
i've noticed myself on my server machine running 18w46a that the server instantly pings the CPU at 100% on a brand new map regardless of how many players are on and eventually times out to watchdog
Yes, and the server starts to lose TPS fairly quickly after a restart.
100%, single thread, server on Ubuntu entirely unusable in this format. Tried all sorts of java arguments, no dice.
This needs fixing asap!
Watching the recent changelogs and bugs being fixed, but apparently this is not a priority, shame!
Confirmed, still seeing this behavior in 19w04b. As a multiplayer (LAN Shared) client, to get the chunks to load, I have to disconnect and reconnect. After that, as a client, it will forever be stuck on "Waiting for chunk".
Still in 19w07a
Confirmed, still a problem in 19w07a. I am running my multiplayer world on a lightly loaded Linux server as follows:
With only two players it is hardly usable - we frequently have to reconnect to get the chunks to render.
This is on a new world , created with 19w07a. We aren't using command blocks or redstone and have not spawned any mobs that didn't spawn on their own (and no breeding).
Still in 19w08a
Still a problem in 19w09a
Still in 19w13a
Still in 19w14a
My server network just made a 1.14 pre release 1 server and have noticed the same thing it will constantly post the error Can't keep up! Is the server overloaded? and it will be running as low as 30-50 behind as high as 500 behind. Updated today to pre release 2 and still having the same issues. Its causing my players to not want to play on vanilla minecraft as they say its badly optimized and not playable. Please get on this issue as soon as you can its game breaking at this point.
With 3 people on running Pre4 my RAM usage dosent go above 10.5% & CPU usage fluctuates between 34% to 45%
Still in 1.14 pre-5
Wow! Still in 1.14 Release! It's sooooo bad! We have the impression that we came back in 2018 with the first snapshots of the 1.14 with the new rendering engine!
How was it done to regress at this point? It was not too bad in Pre-Releases...
At least they fixed it from idling at 100%. I am noticing a lot of my 1.14 servers have horrible CPU waste. A lot are idling around 20-30%, a few at 40-50%, and the rest (Most) at 15%. But it takes SO LONG for it to get down to 15%. And the Ram usage in 1.14 is horrible. A Vanilla server needing 2GB of ram at idle is ridiculous. I know Java Edition can't be milked dry for money like the other platforms, but they could at least care for it a bit more. Or actually respond to us.
Xeon E3 1270 V6 3.8Ghz
1.14 was very fine for my server, CPU usage stayed below 60% even with 10 players on, with next to no lag except for funny chunk loading.
Now in 1.14.1 Pre-Release 1, chunk loading is fine, but the server is clogging the entire CPU again and we're experiencing pretty bad entity and block lag with the same number of players. I'll watch the server when it's idle again.
It's slightly better for me in 1.14.1, but it still only takes about 10 minutes of play for it to overheat my computer, in singleplayer, with all the settings turned down. I never had these problems in 1.13.
It's better than before but still in 1.14.1 Release
I can see that the issue was created for version 1.12. I used to run the server on 1.12 but on version 1.14.1 server runs at least twice as slow. I'm using vultr and 1.12 server run just fine on 20$ subscription. Now I'm running 1.14.1 server and it's lagging and using 100% CPU on 40$ subscription. It really sucks...
Just twice as slow? Compared to 1.12? Lucky you!
My server runs three times slower, compared to 1.13.2...
Powerful server always running perfectly smooth on 1.13.2 - after upgrade to 1.14.1 with a new world generated the server can't keep up even with 10 players and with render distance lowered to 6 (was 15 on 1.13.2):
@Kamil Pigłowski
While this ticket (
MC-118106) is indeed about performance issues, it is more about long standing structural issues. If you have experienced a massive change within 1.14 then it is more likely that you are experiencing bothMC-138550andMC-118106.You really should look into
MC-138550. It's an acute issue that has arisen during the 1.14 shapshots that has been partially resolved several times but it keeps returning with a vengeance. IfMC-138550does appear to be impacting you please show your support on that issue as we're not even sure if Mojang acknowledges it as a legitimate issue as we haven't seen any official communication as of yet.I hope that helps.
The problem is less in 1.14 than it was in some earlier snapshots, but despite high resource usage the server still lags behind quite often and for a long time, sometimes seconds at a time. I still run 1.7.10 and older, which even with mods don't come close to the same resource usage nor experience the fairly extreme timeouts. With two players using the same connection to a server less than 400miles away on a completely barren map still use 60% of 800% total is not acceptable, especially when timeouts and lag are still present. The fact this issue is being completely ignored, while other completely trivial bugs seem to get more attention is disgusting, shame on you Mojang!
Amen!
Just discovered something: Disabling mob spawning removed all signs of the lag. At 40 players it performed exactly as it should on a $120/month machine.
What I mean is that entities should not have affected performance as much as they have, that is remove the problem completely. It's likely the performance leak is somewhere in there.
@MetoolDaddy
This confirms my opinion also.
Recently after many days of observations I discovered - and now I'm 100% positive about it - that one of major impacts of server-side performance is broken new AI of mobs, especially pillagers and patrols. My server keeps stable 20 TPS but when I meet a patrol TPS starts to drop and after wiping out the patrol it is raising again back to 20. I think this is something very critical that devs should look into to make the game playable again.
The performance drop did begin before 1.14 though. Maybe we're dealing with an entirely different issue by now?
This bug report might just be too broad.
@Kamil Pigłowski @MetoolDaddy Yes, I can confirm that disabling mob AI and/or spawning greatly improved the performance in certain scenarios like mob farms, large spaces with spawn-able platforms, etc. However, the server performance overall seems to have dipped way down in recent versions (1.13 / 1.14), compared to older stable versions like 1.11 and 1.12.
According to my observations and tests the major hit in performance, as expected, is still caused by chunk generation/loading, entities, mob spawning and AI.
This ticket is focused primarily on that, along with some additional info on how the gameplay is affected. I don't really know if the stated details cover too large area, but if other tickets contain all specific points that are listed here, maybe this one should be split and carried over?
To be honest, there are way too many small bits of details about performance issues in hundreds of tickets to keep track of, let alone filter and create separate report for every single one.
I'm open to suggestions on what could be changed here, or if the mods decide to close and split the ticket if needed.
So I shifted my world to Minecraft Realms and it was great at the beginning but after 3 weeks of playing it gets really laggy again. In terms of content versions 1.13 and 1.14 are great but it's almost unplayable on multiplayer servers
1.14.4 Survival SMP whitelisted server launched today. Roughly 48 players on and off. Within the first 2 hours the server had crashed at least 3 times. Rubber banding, block lag, near zero chunk loading, cannot eat, cannot pickup items. My dog would never teleport to me even. You can't travel by boat or horse since the server complains it moved to fast. This is insane and purely SUCKS! The SMP experience is being ignored in my opinion. While I'm on a rant, it's interesting that the 1.14.x lighting glitch seemed to go temp fixed/ignored until Hermitcraft tweeted about the issue.
@xavom
Unfortunately Mojang seem to think that everything's fine with the current state of the server; I certainly have not seen any acknowledgement from Mojang about the terrible state of affairs or any plan to investigate or resolve the issue. Mojang could be working on it, but if they are they aren't talking. I have seen community moderators asking for profile data, but there is no sign that the data is actually making it to anyone at Mojang. It's pretty much been radio silence. And, for the hosting community, this has had a massive impact, which makes the lack of communication even more hard to deal with.
Here's is Mojang's current solution to your problem: buy better hardware. For your needs (48 players SMP) all you need is a 1024 core 300Ghz Xeon CPU, 512TB of RAM and a 2TB/sec SSD. I am sure you can get one of those for cheap at your local PC store, right? It's not like their current published hardware recommendations are total garbage...
1.14 has been a disaster. It's generated a lot of renewed community interest, which has meant higher than usual server loads, which all would have been fine if 1.14 wasn't also a total dog in the performance stakes. For nearly a decade the hosting community was a huge part of Minecraft's success, but the double punch of Realms and Mojang's ongoing hostility to the hosting industry is making it very hard to provide servers for the community.
Incorrect. Mojang is aware of the situation and planning for further performance improvements in 1.15.
So far I also have not seen a single ticket about a specific performance issue. So far everything I've seen was just "help my minecraft is laggy / has bad performance". That's not particularly helpful. Also, so far nobody (as far as I can tell) has posted a debug report that shows bad server performance, or what the bad server performance is coming from.
I want to add that this ticket at this moment of time is just "Server performance in MC 1.12 and above is bad". If someone could find out exactly why that is, the chances that performance can be improved soon is increased significantly.
There is hard to tell about a specific performance issues because the whole 1.14+ and still 1.14.4 is one big performance issue. There were tons of specific reports for example in https://bugs.mojang.com/browse/MC-138550 but the ticket has been closed. Besides, players who paid for the product are not your employees. Maybe hire your own quality control or beta testing team. Let this team just start a good-hardware server and make it for 10-20 people. Let that team play the game normally for a couple of days, explore, trade, breed, fly elytra, do some raids, just play the game normally and you will see how dramatically bad it is comparing to 1.13.2 (not even to 1.12.2). You will see for yourselves how many lag spikes freezing the game even for a couple of seconds there are, how many TPS drops below 10 there are, and how many general lags and shutters there are. Figure it out yourselves why is that, do reports on your own. When players are trying to help giving you most accurate info possible comming straight from their gameplay and attaching tons of reports like in https://bugs.mojang.com/browse/MC-138550 then the biggest ticket like this one is... closed...
MC-138550was closed because it contained literally every issue ever with performance and was not specific in any way, shape or form. The developers did not know how to handle it, so it was closed.If you're not willing to help with resolving the issue, then why complain here? This is a community bug tracker, managed by us volunteers, which happens to be used and hosted by Mojang. Yes, if Mojang wants to search for the causes by themselves, they of course can do that, but don't be surprised if it takes ages for the performance improvements to take effect.
As a matter of fact, I haven't seen a single debug report since the release of 1.14.4 that shows any bad server performance here on the bug tracker.
About debug reports - maybe this is because after 1.14.4 you have closed the most important ticket about performance and stated that 1.14.4 is final 1.14 release and there will be no more performance fixes and you now focus on releasing 1.15 in which you eventually might start working on performance again. So people just gave up.
I also have the same problems and I can even show it using an image as I host both 1.12.2 servers and one 1.14.4 server, and if you look at the image that I have attached, it is the upper one being the 1.14.4 server with 1 player on, and the lower one a 1.12.2 server with 1 player on.
I have chosen to strip all other things as they are not necessary to illustrate it.
I'am sending the debug report in the next message, so only the Users can see it.
The server have:
2x Intel Xeon E5603
Minecraft Server have 8 GB RAM
The operating system is Windows Server 2016 64bit
Java Version: 1.8.0_201 64bit
Sometimes the Minecraft server with 1.14.4 stops itself and reports that it is doing so because it is running too many ticks behind.
I get this message right after I restart the server, even if no players are joined.
[16:31:37] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running 2364ms or 47 ticks behind
debug-report-2019-08-22_16.19.11.zip
This ticket seems to have devolved into a thread for complaints, rather than being constructive. As this is a bug tracker and not a discussion forum, we ask that further conversation about this ticket, performance, and other topics be taken to the Mojira Subreddit.
Any further comments here should be constructive to the resolution of this problem, including providing debug reports and profiler logs, steps to recreate the issue, or other helpful insights on the problem at hand.
As the creator of this ticket has stated though, the scope of this report is becoming broad, and may need to be split up to address specific performance issues. Discussions around that should also be left to the subreddit.
https://bugs.mojang.com/browse/MC-160373 My bug report contains debug
Thank you for the report and all the information in this ticket!
However, we are now closing this, as it is too broad and vague to be possible for us to act on. We are continuously working on performance improvements, and if you have information about specific features or scenarios in the game that cause performance degradation, please post new, specific bug reports for those cases. Make sure to include:
If the problem is not easily reproducible in a freshly created world, it would also be helpful if you provide your world as a shared download.
Again, thank you for all the help in tracking down these issues!
Hi i have same issue. I have big tps loss with 20 and more players.
I think it's because the server does not use all of the server threads. It always performs an operation on one thread and, when the operation is complete, starts another operation on the next thread.
Debug Log
Server version 1.15.2
Hosting server specs:
name: Linux
version: 4.19.0-6-amd64
jvmversion: 1.8.0_222
arch: amd64
maxmem: 14316732416
cpu: 16
runtime: 36848742
flags: -Xms1G -Xmx15G
Daniel Fiala your attached debug report is useless in this case, as it's from a modded server (paper). We only support unmodified vanilla Minecraft.
Sorry i uploaded bad file for debug. There is new debug-report-2020-02-15_13.34.26.zip
Yeah. I know but the idea is the same server uses in one moment only on one thread.