Performance & Lag27 articles
Why the server stutters, how to find the cause and what actually fixes it.
OOM (Out of Memory) Crashes & RAM LimitsWhy servers crash with 'Killed' status and how to troubleshoot memory leaks.Java Versions & Custom Startup FlagsToggling Java environments (Java 8 - 21) and adjusting performance arguments.Understanding Single-Thread CPU LimitsWhy Minecraft servers experience tick lag (low TPS) despite showing low CPU usage in Pterodactyl.SQLite Thread Locks vs MySQL DatabasesWhy using local SQLite database files (.db) leads to severe engine lag.Disk Storage & I/O Performance GuidelinesOptimal NVMe disk utilization and avoiding storage suspensions.Netty Connection Closed Error TroubleshootingResolving 'An existing connection was forcibly closed by the remote host' disconnect issues.Browser Freeze due to Log FloodingWhat to do if opening the web console crashes or freezes your web browser.TPS or FPS: telling server lag from client lagThe single check that says whether the problem is the server or your own computer.View distance and simulation distanceThe two settings with the biggest effect on server load, and how they differ.Finding what is actually causing lagUsing a profiler to name the plugin or task eating your tick, instead of guessing.Too many entities: mob farms and dropped itemsThe most common cause of slow ticks on survival servers, and how to find the pile.How much RAM your server actually needsWhy more memory does not fix lag, and the cases where it genuinely is the answer.Pre-generating chunksWhy exploring causes lag spikes, and how to do the work once instead of during play.Redstone and hopper lagWhy a clock or a wall of hoppers can slow a whole server, and what to change.Finding the plugin that is eating your CPUNarrowing 40 plugins down to the one causing the problem, without guessing.Why a daily restart helpsWhat builds up while a server runs for weeks, and how to schedule a restart properly.Garbage collection pausesThe freezes that come at intervals rather than continuously, and how to recognise them.The Paper settings worth changing, and the ones that are notFour values that give you back real ticks, and why the «optimised config» posts overreach.View distance and simulation distance are not the same thingOne decides what players see. The other decides what the server has to think about.Mob farms, the mob cap, and why one player ruins everyone's TPSHow spawning actually works, and why a farm can be huge and cheap or small and ruinous.What keeps a chunk loaded, and why that mattersTickets, spawn chunks and chunk loaders — the invisible work your server is doing right now.The main thread: why more cores rarely help MinecraftThe single most useful piece of knowledge for understanding server performance.Dropped items, hoppers and the lag nobody sees comingThe three cheapest fixes on any survival server, and why storage rooms are the usual culprit.Reading a spark report without getting lostWhere to look first in a profile, and the three shapes of answer you will find.Why modded servers are heavier, and what to do about itModpacks are not «Minecraft plus extras» from the server's point of view. They are a different workload.Redstone that costs nothing and redstone that costs everythingClocks, observers and pistons — which designs are quietly expensive.How player count actually scales your resource useIt is not linear, and knowing why tells you what to buy.