Evidence ledger
How we measure
GameServerBench Method

Data

Benchmark data: what will be published and in what format

There is no data to download. As of 8 November 2026 GameServerBench has run no test, so there is no CSV, no spark export and no raw log. What this page offers is the format the first release would use, so that a researcher or a reader can judge the design and say what is missing before any run happens.

Dataset register

Not yet measured

No dataset has been published.

What file format is planned?

Each release would be one CSV file in UTF-8, with one row per run. Timestamps would be ISO 8601 in UTC. A run is one load profile, played on one plan in one region for a stated duration. Each row would point to its raw log file, so any figure in the table can be checked against the log it came from. Repeat runs on the same plan would appear as separate rows, not averages.

The licence for released data is not yet set, because no dataset has been released.

Which fields would each row hold?

These are field names and meanings only. No row exists.

FieldType or unitDescription
run idTextUnique identifier for the run, also used in the raw log file name
gameTextGame or Minecraft modpack under test
game buildTextGame or server build number or version string
pack versionText, blank if noneModpack version, where the game is a modpack
loaderText, blank if noneMod loader and its version, such as NeoForge, where relevant
Java versionText, blank if noneJava runtime version, where the server runs on Java
hostTextHost the plan was rented from
plan nameTextPlan name as shown on the host's order page
plan RAMGBRAM the host lists for the plan
plan priceDecimalPrice shown for the plan, on the price date
currencyISO 4217 codeCurrency of the plan price
price dateISO 8601 dateDate the price was read
regionTextRegion or city of the server
client locationTextWhere the load clients ran, since latency depends on it
load profileTextNamed profile from the load profiles page
player countIntegerSimulated or real players connected during the run
run startISO 8601 UTCStart time, ISO 8601 UTC
durationMinutesLength of the run
tick time medianMillisecondsMedian server tick time over the run
tick time 95th percentileMilliseconds95th-percentile tick time
tick time maximumMillisecondsLongest single tick
share of ticks over budgetPercentFraction of ticks exceeding the game's tick budget (50 ms for Minecraft)
peak memoryGBHighest memory use recorded during the run
crashes or forced restartsIntegerCount of crashes and restarts, by cause where known
join successPercentShare of connection attempts that completed
round-trip time medianMillisecondsMedian network round trip from the client location
raw log fileFile nameFile name of the raw log, such as a spark export
notesTextAnything unusual, including deviations from the protocol

A game that reports frame time instead of ticks, such as Palworld, would use the same tick-time fields with a note saying what the number is. Blank means not applicable or not available, and never zero.

How should a row be read?

A row describes one run on one plan on one day, so it can support a narrow claim and little else. Three rules would apply to anyone using the file:

  • Compare like with like. Two rows are comparable only if game build, pack version, load profile, player count and plan RAM match. A different region changes round-trip time but says little about the host's hardware.
  • Read repeats as a spread. Each repeat run is its own row, so the distance between the best and worst run on a plan is part of the result. Three runs that disagree widely are a finding about consistency.
  • Treat the 95th percentile and maximum as the player's view. A healthy median can sit beside a run that players would call unplayable. The MSPT and TPS guide explains why.

A file like this couldn't answer several things buyers care about. It wouldn't show how a plan behaves in another region, after the host changes hardware, or over months, and it wouldn't say anything about support quality. Those need their own evidence, and only Palworld and All the Mods 10 are planned for a 30-day run.

What would be left out of a release?

Raw logs can contain more than performance data, so each would be reviewed before release. Player names, IP addresses, chat, and connection or API secrets would be removed, and the file would note that this was done. Support replies wouldn't be published without the host's permission, because at least one host's terms treat communications as confidential.

How would releases be versioned and corrected?

Each release would be a new dated file, and earlier files would stay available. A correction would produce a new version with a change note, never a silent edit. A rerun would get a new run id even if everything else matched. Column names and units would stay stable between releases, and any change would be listed in the log below. A host's right of reply would apply to released data as it does to pages.

Nothing would be added until each of these was true: the run followed a load profile fixed in advance, the host's terms had been read and any needed permission recorded, the raw log existed, and the row could be regenerated from that log.

How does this connect to the rest of the method?

The rig, regions and profilers are described in the test rig plan. The way load is applied is in the load profiles, and the capacity measure the price tools would use is in the stable player definition. A run would only be added after the host's terms had been read; see independence and host terms, which records that no host read so far grants a right to benchmark.

To measure your own server now, use the benchmarking guide. The reports page lists planned recurring outputs, and the benchmarks hub shows which games have any evidence.

Commitment log

DateEntry
8 November 2026No run has taken place. No data file has been released.

Later entries would record each run batch, each release and each correction to released data.

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