Evidence ledger
How we measure
GameServerBench Method

Method document

Bot and load profiles per game

A load profile is a written recipe for what the server has to do during a test: how many players, doing what, for how long, in what world. GameServerBench has not run any of these. The profiles below are a design, published so they can be criticised before they cost anything.

  1. Test rig
  2. Load profiles
  3. Stable player
  4. Independence
On this page
  1. Why idle bots are not enough
  2. Profiles by game
  3. Rules that apply to every profile

Why idle bots are not enough

A bot that logs in and stands still costs the server far less than a player building, exploring or running a farm. Space-Node, a company that sells hosting, makes this point about modded Minecraft: most bot tools "do not build farms, run machines or open mod menus, and in a modded pack that is where the tick time goes". That is its reasoning and not a measurement, but it matches how these servers spend their time.

Each profile therefore starts from what makes that game's server work hard. Where a bot can't reproduce that work, the plan is to use a pre-built world or save that already contains it, plus recorded sessions of real play. Any bot profile would be compared against a recorded session first, to see whether it behaves like one at all.

Profiles by game

GameWhat loads the serverPlanned approachOpen problem
All the Mods 10Automation and machines in a developed baseReplay of a pre-built automation world plus recorded player sessions, at 10, 20 and 30 playersRecording a session that represents a real group
CobblemonEntity spawns across explored chunksPack on a fixed version with moving playersBot movement may not trigger realistic spawning
Modded Minecraft in generalVaries by packAt least two packs on the same hostsChoice of second pack
PalworldBases, Pals and player count over time4, 8 and 16 player runs, with a recorded session compared first; a 30-day run for long-run claimsBase idling is not assumed to match real play
ValheimExplored world size, player countExplored world copy at several player countsScripted movement in a 10-player design
Project ZomboidZombies, players, Build 42 animalsFixed save and player countsThe build is changing; results may date quickly
EnshroudedSlot count and world stateRuns by slot count on a fixed saveWhether load clients are practical at all
HytaleUnknown until builds settleDecide after the server documentation can be readThe game is in Early Access and changing
SatisfactoryLate-game factory simulationA late-game save, logged server tick rateFew players, so the save is the load
RustPopulation around wipe dayNot designed yetSimulating a wipe-day population may not be feasible
7 Days to DieBlood-moon hordesScripted horde nightQuiet-hours readings would mislead

Rules that apply to every profile

  • The profile is fixed and published before any host is run. It doesn't change partway through a comparison.
  • The world copy is restored before each run.
  • Each run is long enough to include the game's expensive moments.
  • Bot tools are used only where the host permits them. SoulFire's README, for one, limits its use to servers you own or have permission to test.
  • Load stays within what the game itself generates. Flood or attack traffic is never part of a profile.

You can apply the same thinking to your own server with how to benchmark your own game server. The planned method covers what would be recorded during each profile.

Sources

  1. SoulFire READMEPrimaryAccessed 8 Nov 2026
  2. The Quest for 20 TPS: How to Load Test a Modded Minecraft Server (Space-Node, hosting seller)SecondaryAccessed 8 Nov 2026
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