How to check tps minecraft
How to check tps minecraft
How to Analyze a Timings v2 Report
Pre-requisites:
You can create a timings report by following our guide. Once you have the timings report, follow the steps below to analyze it.
How to read a Timings report?
Now when the report has been generated, you may open it. Upon doing so, you will be presented with one of 2 variants.
Please note that this guide describes how to analyze Timings report v2, which is generated from PaperMC server types. If your report doesn’t look similar to the one below, it means you most likely have timings report v1 which is generated by Spigot, therefore for successful analyzation, you will need to follow this analyzation guide.
1) Check Server TPS (Ticks per Second):
2) Check Entity count:
If there are more than 2000+ entities present on your server at the same time, this may result in poor server performance. In this instance, we recommend checking our guide on How to Reduce Entity Lag on your Server.
3) Check Average Player Count
Players as entities take valuable resources to process their actions on the server. Therefore having too many players online at the same time may negatively impact your server’s performance. This is more common in cases where your server may not have enough RAM. If more then 20 players are connected to your server per GB of RAM, we suggest upgrading your server to reduce player-related lag (this may vary depending on your Server Type).
4) Attempt to resolve alerts
PaperMC Timings reports alert you if some settings are not optimized or are beyond their normal values. In the example below, we can see that the report alerted us that the server is not using Aikar flags and it also provides a resolution. The errors may vary, but they always contain a cause and suggestion on how to resolve the issue.
Conclusion
In rare cases, it may happen that you won’t be able to find any conclusive evidence of what is causing lag on your server.
There are a few ways you may resolve lag that is not appearing on your timings report. We would recommend checking the following documentation:
You may also simply upgrade your server to a higher plan, which may instantly solve your issues. You can learn more about “anytime” upgrades/downgrades here.
If your server is still lagging, you may contact our expert support team, providing your timings report in a ticket. We will be happy to take a look and assist you in finding a resolution for your lag problems.
Туториал Оптимизация Сервера Minecraft | by Rgferg1 2020-09-13
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Добрый вечер, пользователи. Каждый сталкивался с такой проблемой, что тормозит сервер. При таких условиях будет низкий TPS.
Что такое TPS?
TPS (Ticks per Second) — это число тактов за секунду. Чем более высокий данный показатель, тем большая производительность сервера. В норме показатель 20.0. TPS может существенно снижаться в случае значительной нагрузки на сервер. И в консоль выводятся такие строчки: [Server thread/WARN]: Can’t keep up! Is the server overloaded? Running 9999ms or 9999 ticks behind
Чтобы посмотреть значение TPS введите команду: /tps
YAML:
#CoreProtect Config
# If enabled, extra data is displayed when doing rollbacks and restores.
# If disabled, you can manually trigger it in-game by adding «#verbose»
# to the end of your rollback statement.
verbose: true
# MySQL is optional and not required.
# If you prefer to use MySQL, enable the following and fill out the fields.
use-mysql: false
table-prefix: СВОИ ДАННЫЕ
mysql-host: СВОИ ДАННЫЕ
mysql-port: СВОИ ДАННЫЕ
mysql-database: СВОИ ДАННЫЕ
mysql-username: СВОИ ДАННЫЕ
mysql-password: СВОИ ДАННЫЕ
# If enabled, CoreProtect will check for updates when your server starts up.
# If an update is available, you’ll be notified via your server console.
check-updates: true
# If enabled, other plugins will be able to utilize the CoreProtect API.
api-enabled: true
# If no radius is specified in a rollback or restore, this value will be
# used as the radius. Set to «0» to disable automatically adding a radius.
default-radius: 10
# The maximum radius that can be used in a command. Set to «0» to disable.
# To run a rollback or restore without a radius, you can use «r:#global».
max-radius: 100
# If enabled, items taken from containers (etc) will be included in rollbacks.
rollback-items: true
# If enabled, entities, such as killed animals, will be included in rollbacks.
rollback-entities: true
# If enabled, generic data, like zombies burning in daylight, won’t be logged.
skip-generic-data: true
# Logs blocks placed by players.
block-place: true
# Logs blocks broken by players.
block-break: true
# Logs blocks that break off of other blocks; for example, a sign or torch
# falling off of a dirt block that a player breaks. This is required for
# beds/doors to properly rollback.
natural-break: true
# Properly track block movement, such as sand or gravel falling.
block-movement: true
# Properly track blocks moved by pistons.
pistons: true
# Logs blocks that burn up in a fire.
block-burn: true
# Logs when a block naturally ignites, such as from fire spreading.
block-ignite: true
# Logs explosions, such as TNT and Creepers.
explosions: true
# Track when an entity changes a block, such as an Enderman destroying blocks.
entity-change: true
# Logs killed entities, such as killed cows and enderman.
entity-kills: false
# Logs text on signs. If disabled, signs will be blank when rolled back.
sign-text: false
# Logs lava and water sources placed/removed by players who are using buckets.
buckets: true
# Logs natural tree leaf decay.
leaf-decay: true
# Logs tree growth. Trees are linked to the player who planted the sappling.
tree-growth: true
# Logs mushroom growth.
mushroom-growth: true
# Logs natural vine growth.
vine-growth: true
# Logs when portals such as Nether portals generate naturally.
portals: true
# Logs water flow. If water destroys other blocks, such as torches,
# this allows it to be properly rolled back.
water-flow: true
# Logs lava flow. If lava destroys other blocks, such as torches,
# this allows it to be properly rolled back.
lava-flow: true
# Allows liquid to be properly tracked and linked to players.
# For example, if a player places water which flows and destroys torches,
# it can all be properly restored by rolling back that single player.
liquid-tracking: true
# Track item transactions, such as when a player takes items from a
# chest, furnace, or dispenser. Necessary for any item based rollbacks.
item-transactions: true
# Track player interactions, such as when a player opens a door, presses
# a button, or opens a chest. Player interactions can’t be rolled back.
player-interactions: true
# Logs messages that players send in the chat.
player-messages: false
# Logs all commands used by players.
player-commands: false
# Logs the logins and logouts of players.
player-sessions: false
# Logs when a player changes their Minecraft username.
username-changes: false
# Logs changes made via the plugin «WorldEdit» if it’s in use on your server.
worldedit: true
# CoreProtect is donationware. Obtain a donation key from coreprotect.net/donate/
donation-key:
# Logs items dropped by players.
item-drops: true
# Logs items picked up by players.
item-pickups: true
# Track all hopper transactions, such as when a hopper removes items from a
# chest, furnace, or dispenser.
hopper-transactions: false
Также у этого плагина бывают проблемы с базой данной. Если что-то пойдет не так, то ваш ТПС упадет то 0.60. И ваш сервер просто зависнет. Такое было у меня.
Мобы
Сервер может оставать из за мобов. С помощью таймингов вы можете остледить именно какие мобы нагружают сервер.
С помощью плагина MFM, вы можете регулировать спавн и число мобов.
Спавн мобов лучше настроить в bukkit.yml, spigot.yml
ФИКСЫ
Один из игроков может сидеть с чит клиента. И посылать слишком много пакетов, что заставит сервер тормозит а в скоре и положить его. Также пользование предметов с 1000 лвл может тоже замедлять работу сервера. Есть фиксы на это. Ниже.
Ссылки не предоставил, ищите сами. Google.com и Yandex.ru, может попозже залью.
Совет: На свой выбор. Некоторые плагины могут конфликтовать с друг другом. Не ставьте их всех подряд.
Debug screen
Screenshot showing the debug information
The debug screen is triggered when the F3 key is pressed. It shows the chunk cache, the memory usage, various parameters, the player’s map coordinates and a graph that measures the game’s current frame rate.
Contents
Legend [ ]
Left side [ ]
Name | Description [1] [2] |
---|---|
Version* | Displays the version, whether it is vanilla or not, or whether it is a snapshot or not. |
fps* | The frame rate in frames per second. |
T (first)* | Shows the max framerate («inf» if Unlimited) and the Graphics type («fast» if Fast, «fancy» if Fancy and «fabulous» if Fabulous!), including cloud settings («fast-clouds» if Fast, «fancy-clouds» if Fancy and none if clouds are off), as well as if the player has VSync turned on or not. |
B (first)* | The player’s biome blend setting. |
ms ticks* | The time it takes for a tick on the integrated server. |
tx* | Number of packets sent by the client. |
rx* | Number of packets received by the client. |
C (first)* | Number of chunk sections rendered over the total number of chunk sections in the loaded area. |
D* | Client-side render distance. |
pC* | Pending chunks to be batched. |
pU* | Pending uploads to video card. |
aB* | Available buffers to use in the batching process. |
E* | Number of rendered entities over total entities. |
B (second)* | Unused, always 0. May previously have been the number of entities removed due to hidden chunks. [ verify ] |
SD* | Simulation distance. |
P* | Number of particles in world. |
T (second)* | Displays the total number of entities (including mobs and dropped items) in loading chunk. |
Client Chunk Cache* | The most chunks that can be loaded on the client. |
ServerChunkCache | Its purpose is unknown. |
Dimension FC | The current dimension of the player with the count of force loaded chunks (FC = Forceloaded Chunk). |
XYZ | X: Player’s location in blocks East of 0,0 (negative values are to the West). |
The first number is the total light level where the player’s feet are. Note that there are a few caveats here due to the sky light level showing the light level the block would get from the sun in full daylight, but does not account for the lower light levels at night or during a storm.
The second number is the amount of light from the sky at the block the player’s feet are in. Same caveat as above.
The third number is the amount of light from other blocks (e.g. torches) at the block the player’s feet are in.
Exactly the same as the described in Client Light, but the first number «total light level» doesn’t exist.
CH: client-side values
S: The Y coordinate of the highest non-air block at this X/Z coordinate.
M: The Y coordinate of the highest block at this X/Z coordinate that has a blocking-motion material or is liquid.
SH: server-side values
S: The Y coordinate of the highest non-air block at this X/Z coordinate.
O: The Y coordinate of the highest block at this X/Z coordinate that has a blocking-motion material.
M: The Y coordinate of the highest block at this X/Z coordinate that has a blocking-motion material or is liquid.
ML: The Y coordinate of the highest block at this X/Z coordinate that has a blocking-motion material and is not leaves.
C: continentalness. Used to distinguish ocean and land.
E: erosion. How flat the terrain is. Higher values result in flatter biomes, lower values in mountainous biomes.
T: temperature. Used for biome placement, and does not affect terrain.
H: humidity. Used for biome placement, and does not affect terrain.
W: weirdness. Used for rivers and, in places with low erosion, to determine if the biome is in a valley, peak, or in between. Also used to determine the placement of unique biomes like sunflower plains and ice spikes.
PV: peaks and valleys. Can be one of Valley (rivers), Low, Mid, High, or Peak.
C: continentalness. Can be one of Mushroom fields, Deep ocean, Ocean, Coast, Near inland, Mid inland, or Far inland.
E, T, and H: erosion, temperature and humidity, respectively. Represent different ranges of noise values as numbers, where lower numbers are also lower actual values. Temperature and humidity can be 0 to 4, while erosion can be 0 to 6.
PV: peaks and valleys. Derived from the weirdness noise value.
O: height offset. A terrain spline that alters the base terrain elevation.
F: squashing factor. A terrain spline/flattening factor that affects the «shatteredness» of terrain. Lower values lead to more noisy terrain like the shattered savanna biome.
JA: jaggedness. A terrain spline determining the jaggedness of the terrain.
The first pair represents normal sounds like breaking or placing a block, moving or burning fire.
The second pair represents streamed sounds, such as music, music from music discs, and loop ambience sounds.
The mood value in parentheses indicates how close the player is to the next mood ambience sound being played (see Ambience#Mood algorithm).
Right side [ ]
Name | Description |
---|---|
Java* | The Java version the player is running and whether it is 32bit or 64bit. |
Mem* | The amount of memory that the game uses (as a percent as well), over the max amount of memory the game can use. |
Allocated* | The amount of memory the game has allocated from the max the game can use, also as a percent. |
CPU* | The CPU, including how many cores it has, what brand, its exact model and at what speed the CPU runs (in GHz) that the player uses. |
Display* | The resolution of Minecraft (as well as the name of the GPU company), the graphics card, the OpenGL version and what driver the player uses. |
Targeted Block | Displays exactly what block the player is targeting, the block’s coordinates & blockstates and what tags it has. Appears only when the player is looking at a block. |
Targeted Fluid | Displays exactly what fluid the player is targeting, the fluid’s coordinates & blockstates and what tags it has. Appears only when the player is looking at a block or fluid. If the player is targeting a non-fluid block, displays «minecraft:empty» instead. |
Targeted Entity | Displays exactly what entity the player is targeting, nothing else. Appears only when the player is looking at an entity. |
Profiler graph [ ]
Pie charts in the lower right of the ⇧ Shift + F3 debug screen display real-time profiling information. More detailed information about one section can be displayed by using the keys 1-9. Press 0 to go back to the previous section.
Screenshot of the debug pie chart in Java Edition 1.16.1.
Frame time graph [ ]
Bar chart in the lower left of the Alt + F3 debug screen displays real time measurement of milliseconds per frame with lines marking 16.7 and 33.3 milliseconds per frame, corresponding to 60 and 30 FPS respectively. The graph is color coded from green to yellow to red, with green being faster frame time, red being slower frame time, and yellow in between. In singleplayer and self-hosted LAN worlds (i.e. when running an integrated server), another graph, at the bottom right, shows milliseconds per tick (MSPT) with a line marking 50 MSPT, which is the maximum amount of time a game tick can take while maintaining 20 ticks per second (the intended rate). The color-coding is similar to the FPS graph.
Screenshot of the frame time graph in Java Edition 1.16.5
More debug-keys [ ]
Screenshot of the crash alert given in the chat while holding F3+C.
History [ ]
The debug information from Indev, Infdev, and early Alpha.
Pre-1.8 legend [ ]
Name | Description [4] [5] |
---|---|
C | Number of chunk sections rendered over total number of chunks. Counts all render passes: if a chunk section is rendered twice (because it contains both water and normal blocks, for example) then it is counted twice. |
F | Number of chunk sections loaded outside the viewing distance. Counts all render passes. |
O | Number of chunk sections removed through occlusion culling. Counts all render passes. |
E (first row) | Number of empty chunk sections. These sections are skipped for one of two reasons: Either the chunk has not yet been loaded and rendered into polygons, or the section has nothing to draw in the current render pass. Counts all render passes. |
E (second row) | Number of rendered entities over total entities |
B | Unused, always 0. |
I | Number of invisible entities |
P | Number of particles on screen |
T | Displays the player’s max framerate |
ALL | Displays the total number of loaded entities (including mobs and dropped items) |
ServerChunkCache ChunkCache | The most chunks that can be loaded |
x | Player’s location in blocks East of 0,0 (negative values are to the West) and after the // is the player’s chunk number with the block within the chunk in () |
y | Player’s altitude in blocks (63 (62.9) is overworld sea level, 11 (10.9) is overworld lava flood level, 32 (31.9) is nether lava sea). |
z | Player’s location in blocks South of 0,0 (negative values are to the North) and after the // is the player’s chunk number with the block within the chunk in () |
f | The direction in which a player is facing (south=0, west=1, north=2, east=3) and if the player walks toward x or z respectively |
lc | Max section height for the chunk the player is in (uses cubic chunk sections, so heights display in multiples of 16 minus 1). |
b | Shows the player what biome they are in. |
bl | (for «block light») The amount of light from other blocks (e.g. torches) at the block the player’s head is in. If the player stands on top of a torch, this field shows a light level of 13 instead of the expected 14, due to the player’s head being one block away from it. |
sl | (for sky light) The amount of light from the sky at the block the player’s head is in. Note that the number shown here is accurate only during the day. It shows the light level the block would get from the sun in full daylight, but does not account for the lower light levels at night or during a storm. |
rl | (for raw light) The total light level where the player’s head is, equal to max (bl,sl). Note that because the «sl» field is factored in here, this field has the same caveats as that one. |
ws | Walking speed. |
fs | Flying speed. |
g | On ground, Boolean value, true if the player touches the ground. |
fl | The y-coordinate of the highest block where the player is able to stand, rounded up when standing on half-blocks, such as slabs. When above the void (where there is no block), it equals 0. |
shader | The file path of the currently-active shader (within the «assets» directory of minecraft.jar). Displayed only if a shader is active. |
Issues [ ]
Issues relating to «Debug screen» or «F3» are maintained on the bug tracker. Report issues there.
What is Minecraft TPS?
Last modified on Dec 13, 2021 in general
Introduction
A servers TPS or Ticks Per Second is used to quantify the overall health of your server’s performance. Like a heartbeat, your server beats at a fixed rate of 20 ticks per second, so one tick every 0.05 seconds. On each tick, various aspects of the server advance a little bit; moving of mobs, the growth of grass, moving objects change position, mobs check their surroundings and update their behavior, health and hunger, and much more. The whole of your server revolves around the beat of your servers TPS. When at peak performance, 20 TPS, you’ll receive nominal gameplay without any server-side lag. But if your servers TPS drops, even by several ticks, you’ll begin to notice lag on the server.
As the servers TPS drops, you’ll begin to notice the rubber-band effect. Your server will skip ticks in an attempt to correct itself, often reverting in-game actions a few seconds back. Most associate this event with mobs teleporting, blocks breaking but not dropping the item until a few seconds later, delay in combat strikes, or the sun skipping through the sky counterclockwise. All actions and events that take place on the server are governed by the servers TPS. As it drops, the speed of your server slows with it, time in the server is essentially slowed.
What Determines TPS?
TPS on the server is determined primarily by the speed and capabilities of the hardware used to host it. While the server’s hardware does play an important role in the server TPS, it is not the absolute determinate. Simply throwing the best hardware on a server will not guarantee its performance. What occurs on the server plays an equal role in determining the servers TPS. Mismanagement of one’s server can be just as detrimental as is adequate hardware. TPS drop can occur as a result of various in-game occurrences due to the use of plugins, mods, complex redstone structures, and much more. Determining the source of TPS drop is not an easy task, but is easily avoided with good server management practices.
What Causes TPS Drops
When adding mods or plugins, you should be thinking about the long-term effects of your choices. Many new server owners will mistakenly assume that the number of people on their server will determine the performance of the server. Before you state that “there are only a couple people online and the server is lagging like crazy”, you should note that the amount of players on the server plays little part in the server’s overall performance. The primary causes of TPS drops are a result of what you having going on in your world. For modded servers this more apparent with all the new blocks and the functionality they provide.
For each modded block you add that provides some type of function, the server has to allocate resources to ensure that function is carried out. Now on its own that one block is of little consequence. But if that block forms an array as is typically done with solar panels, then the server will need to dedicate more resources to carry out that arrays functions. When we break it down we can get an idea of how much is really going on in the background.
If you have an array of 1000 solar panels, each panel when placed is constantly checking the time of day. Then checks the immediate surrounding blocks for cables to deliver power to. If one cable combines with another array, then that main line is updated with the sum power of both arrays. These updates are happening every 0.05 seconds and when combined with everything else, it all adds up. It’s no surprise the strain it can put on a server that Minecraft wasn’t designed rub.
Preventing TPS Drops
Good management practices. When you add something to your server, whether in-game or from the back end, you should think about the long-term implications that addition may have. How you determine this is dependent on your understanding of the addition. For mods and plugins, this means reviewing what the mod/plugin does and making an educated assumption of its long-term effects. While in-game you should consider the size of your worlds and the blocks you place in them. Some modded blocks may require more resources than others and just one could potentially wreak havoc on the servers TPS. Additionally, having various players on your server with individual base’s can add to the resource consumption. So if possible, build relatively close and share machines in a community setting. Build conservatively, only what you need, avoiding any unnecessary wanton builds that would otherwise strain your server resources.
Need Help?
We understand the inherent troubles that come with running a Minecraft server and we’re here for you. If you think your server is suffering from a TPS drop, feel free to send us a ticket and will be happy to take a look.
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TPS Mod
- Diamond Log Favorite Log Feature on profile Embed Report
I update more frequently on CF
How to use
To measure the tps, use the //tps command (two slashes). This will print to your local chat.
If you wish to display it publicly, use the //tpstoall command. This will print it as a chat message.
//tps [dimension] prints the tps of the dimension specified. Uses numeric ids.
//tpstoall [dimension] prints the tps of the dimension specified as a chat message. Uses numeric ids.
This mod is for LitLaunch for Minecraft v1.7.10-v1.14.4
1. Download the zip
2. Put the litlaunch jar for the minecraft version you want to install in the mods folder
My twitter is @codetoil, my discord is @Codetoil#7253, and my youtube is Codetoil.
DM me if you need help. If I don’t respond try commenting on Curseforge.
Links to GitHub
Source of TPS-Mod
Planet Minecraft
Discord
(legacy instructions)
This mod allows you to measure the tps of a server on a client without a mod required to be installed on the server.This mod uses TotalWorldTime on the client to measure the tps of the loaded server. The mod is currently on version v1.2
This software is licenced under GPL v3
What I’m doing right now:
-I’m writing the mod to use a custom built mod loader of mine that runs off different modloaders to run the mod on any version of minecraft. The tpsmod v2.0 will come out as a beta as soon as it’s ready!
Plans:
-In the future I have an idea to improve the accuracy of my mod. My Idea to read the TotalWorldTime from a received vanilla packet, possibly using an event(through my mod-loader), instead of through the client.