
Stressmark
Real-time server performance grading and stress testing for Minecraft servers. Spawn fake players, monitor key metrics, and discover exactly how many players your hardware can handle.
Оцените первым
1.4K
8
Список изменений
New Features
- Intelligent stress test report - When a stress test ends, the recap now opens with a clear verdict (
PASS/WARN/FAIL), a 0-100 score, and an answer to the question that actually matters - how many players can this server handle - instead of only raw min/max TPS and memory numbers. The console report, the in-game ops summary, and a saved file all share the same analysis. - Honest player-capacity estimate - Reports an equivalent real-player range (e.g.
~9-17 real players) derived from the measured per-bot tick cost and the 50 ms tick budget, with an explicit caveat: stress bots only exercise chunk loading, so real players - who also add networking and entity-tracking load this test does not measure - may lower that figure. No more reading "5 bots were fine" as "5 players is my limit". - Bottleneck diagnosis - Identifies the real limiting resource - the single-threaded main loop, overall CPU, or memory - so the advice fits the actual wall. Because Minecraft's tick loop is mostly single-threaded, it tells apart "one core maxed out" from "the whole machine is maxed out", and won't tell you to add RAM when the main thread is the bottleneck.
- Trend & memory-leak detection - Samples performance every ~10 s during the run and reports whether TPS held stable, degraded, or collapsed over time, rather than only the worst instant. Memory is judged by the post-GC live-set, so a healthy sawtooth heap (which briefly spikes near 100% before each GC) is no longer mistaken for trouble, while a steadily climbing live-set is flagged as a suspected leak.
- Prioritized, hardware-aware recommendations - Advice is now ranked by impact, de-duplicated, and quantified against your actual hardware (cores, max heap, GC type) - for example
view-distance 10→8 ≈ -18 ms/tickorincrease -Xmx to ~6G, rather than fixed, generic threshold messages. - Saved Markdown report - Every run also writes a timestamped report to
<world>/stressmark-reports/with TPS/MSPT sparklines, the full per-sample time-series table, and a playbook for each recommendation (probable cause, remedy, exact flag/command) - so results survive the console scrollback and can be kept or shared.
Bug Fixes
- Fixed misleading Young-Gen GC time in reports - The "Young Gen total ms" figure was a fabricated proportional estimate (
total pause × young / (young + old)) because young and old GC pause times were never tracked separately. Reports now sum the real per-collection pause time for each generation.
Improvements
- Verified analysis engine - The new report logic (trend, memory, bottleneck, capacity, grading, recommendations) lives in a self-contained, Minecraft-independent module covered by unit tests, so its verdicts are checked against synthetic scenarios rather than only observed in passing.
Файлы
stressmark-fabric-1.21.11.jar(115.38 KiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
1.4.0
Загрузчики
Fabric
Версии игры
1.21.11
Загрузок
69
Дата публикации
22.06.2026
