Stats
The numbers behind Hustle.
Every chart here is drawn so that a bigger bar means better. Measured in our own test lab during development, mostly with bot players. We'll re-run every test on the release build. The caveats explain exactly what each number means.
20 TPS is full speed. Lower means the whole game slows down. Higher is better.
Time each game update takes. Over 50 ms, the server lags. Lower is better.
How much of each 50 ms update is left over: room for more players. Higher is better.
Player scaling
What happens as the crowd grows.
A dense fight of bot players, with more added each run. Hover a point for every number.
The 700–5,000 runs used earlier builds, before some vanilla systems were added. On the current build with every feature on: 500 players ≈ 5.2 ms and 1,000 ≈ 13.8 ms per tick. At 5,000 players the network card's packet limit was reached before the server's.
Multi-core
More cores, more speed.
The same 700-player fight, run with a different number of worker threads. Speed is compared to running on one thread.
Vanilla parity
Faster, and still real Minecraft.
A real vanilla 26.3 server runs next to Hustle. Scripted players fight, mine, build, farm, trade and run redstone on both, and we compare the packets, blocks, health, drops and sounds.
Engineering
How much faster it got.
Across Victory Lap
Live from our servers.
Once we launch, this section will show real-time numbers from every Victory Lap server. The values below are placeholders.
Methodology
How to read these numbers.
- Bots, not people. Player counts were tested with scripted Java bot clients. Real players read packets at different speeds and move in more varied ways.
- Development builds. Measured in September 2026 on builds still in development. Some scale runs predate features added since. Everything will be re-run on the release build.
- Our tests of other servers. Paper and Leaf ran their newest supported builds (1.21.11) with our tuning on our hardware: an Intel i7-8700 (6 cores / 12 threads), 16 GB RAM, bots on a separate PC.
- About Folia. Folia splits the world into regions. Our tests were one big fight in one region, which isn't where Folia shines, so we left it off the chart.
- Noise. Some results came from a shared development PC with about ±1.5 ms of noise. Treat relative gains as solid and exact milliseconds as approximate.
- "98%+ parity" counts features on our tracker. The remaining gaps are tracked one by one.