ESO-1.1.0-1.20.1-beta-8.jar
Curse Maven Snippet
What's new
OPTServer 1.1.0-beta.8 — Less Wasted Work. More Room to Play.
"Note: All benchmarks above were recorded on my aging potato HDD. On a modern SSD/NVMe, the performance gains and streaming speeds will be even more dramatic." Minecraft 1.20.1 · Forge 47.x · Java 17SERVER-ONLY READY (100% VANILLA CLIENT COMPATIBLE) — INSTALL THE SAME JAR ON THE CLIENT TO UNLOCK ZSTD & INTERPOLATION FOR MAXIMUM PERFORMANCE!
1. Measured Performance Comparison (Flight & Streaming Sessions)
| Metric | Without Mod | Server Only | Server + Client | Key Improvement |
| Compression Backend |
Vanilla zlib
|
Native libdeflate
|
Negotiated Zstd (Level 3)
|
~62% faster 2-way codec time (offline test) |
| Mean Tick Interval (MSPT) | 13.43 ms | 10.52 ms | 9.44 ms | ~24.5% – 29.7% lower average server tick load |
| Tick Spikes (p95 / Max) | 72.75 ms (Max) | 35.81 ms (p95) | 31.83 ms (p95) | Eliminates >50 ms lag spikes (stays well within 20 TPS budget) |
| Packet Rate | ~1,155 packets/s | ~802 packets/s | ~674 packets/s | ~30.5% fewer packets/s flooded to the network |
| Chunk Send Rate | ~30.0 chunks/s | ~23.4 chunks/s | ~19.3 chunks/s | Up to ~35.7% fewer redundant chunks streamed during flight |
| Chunk Encoding Time | Baseline (Deflater) |
182.5 µs / packet | 147.1 µs / packet | ~19.4% faster live chunk encoding with Client JAR |
| Outgoing Bandwidth | Unthrottled | 118.2 KiB/s | 102.4 KiB/s | ~13.4% bandwidth saved via Zstd & snapshot scheduling |
2. Component Microbenchmarks & Traffic Reduction
-
Native Server-Side Compression (
libdeflate 1.25): Cuts chunk-packet encoding time by ~80% compared to standard direct-bufferDeflater(~455 µs -> ~89 µs/packet). -
Controlled 2-Way Codec Benchmark (
Zstd Level 3): Reduces combined encode + decode time by ~62% compared tolibdeflate+ vanilla decoding (~146.7 µs -> ~55.3 µs), with only ~1.5% larger frames. - Distance-Aware Entity Snapshots (~60.9% Reduction): Replaced 23,692 relative movement-packet attempts with 9,263 compact absolute snapshots during an 80.6s session (~294/s -> ~115/s), paired with up to 12-tick client interpolation.
-
High-Speed Flight Corridor (
flightchunks— ON by default): Activates automatically at 22 blocks/s (deactivates below 13 blocks/s, maintaining a 4-chunk safety radius and a ~7-chunk wide forward corridor. Suppressed 19,927 redundantchunk-forgetrequests during a ~50s flight session (~397 unnecessary requests avoided/s).
3. Core Technical Features
- Experimental Zombie Flock Navigation: Groups up to 128 eligible adult zombies pursuing the same target; only the 3 nearest leaders run full vanilla A^* pathfinding while followers reuse validated path segments or tail-follow, with automatic vanilla A^* fallback.
- Network & Memory Housekeeping: Direct-buffer compression paths eliminate packet-sized Java heap copies; selected network flushes are batched with a 2 ms delay / 128-request cap; automatic local XP-orb merging preserves Mending and pickup behavior.
4. Platform Support (Windows vs. Linux)
-
Windows (64-bit / x86_64): Full native hardware-accelerated compression is bundled out-of-the-box (
libdeflate 1.25for Server-Only, and auto-negotiatedZstd level 3for Server + Client). -
Linux & Other Platforms: Fully compatible with all core optimizations (Automatic Flight Corridors, Zombie Flock AI, Local XP Merging, 2ms/128-req Flush Batching, and Server + Client Distance-Aware Motion Snapshots/Interpolation). For packet compression, non-Windows platforms automatically fall back to Minecraft's built-in default compression (
zlib/Deflater) paired with direct-buffer memory paths to avoid heap allocations.
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