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Benchmarking

TheMeinerLP edited this page Aug 1, 2026 · 2 revisions

Benchmarking

JMH benchmarks for the Anvil chunk loader and the light engine. They live in their own source set, src/jmh/java, so nothing they need ever reaches the classpath of the published library.

Read this before quoting a number. Everything a benchmark prints is a measurement of one machine, on one JVM, under one load. None of it belongs in Anvil Chunk Loader or Light Engine as an absolute statement. See What the numbers are not.

This page has two halves. Headline results below is the illustrated, condensed answer to "is it actually faster" — the same charts the README used to carry before they moved here. Everything from Running them on is the operating manual: how to run a benchmark, what each one measures, and the hygiene rules the suite follows. The full, unabridged tables behind every number here — including the ones that did not make the highlight reel — are in Project Status under Measured.

Headline results

Every figure below comes from a JMH benchmark in this repository. Expand a section for the chart and the table behind it.

Anvil loader as threads compete — level on one thread, 8× on four
Ratio bars around a baseline of 1.0. On one thread Falco reads 1.14 times slower than Minestom; on two threads it is 1.86 times faster and on four threads 8 times faster.

Reading one chunk, 200 distinct block states, µs/op:

Threads Falco Minestom
1 1 203 ± 123 1 060 ± 55 1.14× slower
2 1 181 ± 31 2 200 ± 445 1.86× faster
4 1 378 ± 84 11 021 ± 16 470 8.00× faster
8 2 438 ± 252 530 905 ± 1 928 261 see below

Single-threaded, Falco is the slower one. The three-stage pipeline costs something to set up, and with no contention there is nothing to win back. From two threads on, the picture inverts, and it keeps inverting: Falco's own time grows by a factor of two from one thread to eight, Minestom's by a factor of five hundred.

The eight-thread row is not a usable figure — its error bar is nearly four times its mean. What it does show is that Minestom's read time stops being predictable under load, which for a server is worse than being slow. Falco's error bar stays at ten percent of its mean throughout.

Writing is a tie (1.00× to 1.05× either way, at every thread count). Both implementations take a lock to allocate sectors and update the header, so there is nothing to gain there — and claiming otherwise would be easy and wrong.

Measured on a 16-core machine, JMH with one fork, 3 warmup and 5 measurement iterations of 2 s. One fork is few; treat the direction as solid and the exact factors as indicative.

Light engine against Minestom's — 1.11× to 1.71× faster, byte-identical output
Grouped bars comparing Falco and Minestom light engines across six scenarios in microseconds per operation. Falco is faster in every one, by 1.11x to 1.71x.
Sources Solid Falco Minestom
1 0 % 44.5 ± 0.6 49.4 ± 1.3 1.11× faster
1 30 % 39.3 ± 0.8 62.0 ± 2.0 1.58× faster
8 0 % 98.3 ± 2.4 121.1 ± 5.5 1.23× faster
8 30 % 119.3 ± 3.5 204.2 ± 3.7 1.71× faster
64 0 % 109.2 ± 1.6 126.5 ± 5.6 1.16× faster
64 30 % 122.6 ± 1.3 206.6 ± 4.2 1.68× faster

The lead grows exactly where a real world is hardest — with solid blocks in the section, which is every chunk that is not open sky. Both engines produce the same bytes, and LightEngineEquivalenceTest asserts that on every build, so this is not speed bought with accuracy.

The same, with sources of mixed brightness — the honest case
Grouped bars for mixed-brightness light sources. Falco leads in all four scenarios, most clearly at 30 percent solid blocks.
Sources Solid Falco Minestom
8 0 % 118.97 ± 8.89 126.54 ± 9.55 1.06× faster
8 30 % 116.50 ± 7.63 201.46 ± 16.83 1.73× faster
64 0 % 150.42 ± 32.73 162.20 ± 3.11 1.08× faster
64 30 % 149.42 ± 12.64 252.26 ± 9.28 1.69× faster

Sources of differing brightness make a position get queued more than once, which costs Falco about 33 % against uniform sources and shrinks the lead in the open-sky rows to a few percent. It is reported here rather than left out, because a benchmark that only shows its best case is worth nothing.

Where a save spends its time — 97 % of it outside any lock
A single stacked bar splitting a chunk save into four stages. Snapshot and transfer hold a lock and take 81 microseconds together; codec and compression hold none and take 4057.
Stage Time Lock held
Snapshot 64 µs the read lock of the chunk
Codec, without compression 1 356 µs none
zlib compression 2 701 µs none
Transfer 17 µs the region lock

This is the design claim as a number. Minestom's RegionFile reports supportsParallelLoading() == true but serialises reading, decompression and NBT parsing through a single ReentrantLock, so its parallelism is largely nominal. Moving that work out of the lock is what the three-stage pipeline is for. Compression being 63 % of a save is also what made it the optimisation target: at zlib level 2 it runs 1.83× faster for about 3 % more bytes.

Two fast paths worth 51× and 76×

A section of pure air or pure stone carries a palette of one entry, and the majority of every world looks like that. Detecting the case up front rather than walking 4 096 blocks:

Fast path for a uniform section Before After
Palette encode 27.9 µs 0.54 µs 51×
Opacity table 40.8 µs 0.54 µs 76×, and no arrays allocated

Where an idea did not pay off, that is written down too — see the rejected optimisations in Project Status, including the bucket queue that loses 5–7 % at equal source brightness.

The charts are generated from the tables in Project Status by docs/charts/generate.mjs, which lives in the main repository next to the SVGs themselves.

Running them

./gradlew jmh                      # every benchmark, full settings

That is every measured method for every combination of the parameters its state class declares — 476 configurations at the time of writing, at the forks and iterations the annotations ask for. Budget well over an hour and do not touch the machine while it runs. The count is dominated by ScalingBenchmark, whose fifteen section counts and five distinct-state counts share one state class and therefore form a full cross product of 300 configurations on their own.

The full run is not what you want during development. Restrict it to what you are working on:

# One class
./gradlew jmh -Pjmh.include='BitPackerBenchmark'

# One method
./gradlew jmh -Pjmh.include='ChunkSaveStageBenchmark.codec'

# A regex over several
./gradlew jmh -Pjmh.include='light\..*Propagator.*'

The Gradle task writes two files:

File Content
build/reports/jmh/human.txt the console output
build/reports/jmh/results.json machine readable, for JMH Visualizer

Running the jar directly

The task builds a self-contained benchmark jar, which is the faster way to iterate because it skips Gradle entirely and accepts every JMH option:

./gradlew jmhJar
java -jar build/libs/falco-*-jmh.jar 'BitPackerBenchmark.pack' -f 1 -wi 1 -i 1

java -jar build/libs/falco-*-jmh.jar -l          # list every benchmark
java -jar build/libs/falco-*-jmh.jar -h          # every option

A quick smoke run — one fork, one warmup iteration, one measurement iteration — is -f 1 -wi 1 -i 1. That is enough to prove a benchmark executes and produces a plausible number. It is not enough to compare two versions of the code; for that, drop the overrides and let the annotations decide.

Profiling a benchmark

java -jar build/libs/falco-*-jmh.jar 'PaletteDataBenchmark.encode' -prof gc
java -jar build/libs/falco-*-jmh.jar 'PaletteDataBenchmark.encode' -prof perfasm   # Linux, needs perf

-prof gc is the one worth reaching for first. Several of the claims in the other two documents are about allocation, not about time, and gc.alloc.rate.norm answers those directly.

Not part of build

The benchmarks do not run during ./gradlew build, check or test. jmh and jmhJar are only reachable when asked for by name. A benchmark run takes long enough that wiring it into the normal build would make every commit painful, and JMH numbers are too noisy on a shared CI runner to gate anything on them anyway.

Verify it for yourself:

./gradlew clean build --dry-run | grep -i jmh    # prints nothing except the compile task

compileJmhJava is part of build, and that is on purpose: a benchmark that no longer compiles after a refactoring should break the build like any other source set.

Why no Minestom — and the benchmarks where the answer is different

Two kinds of benchmark live here, and the distinction matters when reading a number.

The library benchmarks — the large majority — start no server at all. They measure what this code contributes, with the registry replaced by a fake.

Two of them are exceptions and start one anyway: AreaVsPerChunkBenchmark and IncrementalVsFullBenchmark compare two Falco paths against each other, so no foreign implementation is involved, but what they measure is defined over chunks of a real instance and there is no fake to put in its place. Both sides of each pay the same registry, so the comparison is unaffected; the absolute microseconds are not comparable with the rest of the library benchmarks.

The comparison benchmarks measure this implementation against the one Minestom ships with, and there the point is to run the original rather than a stand-in. Three of them need a server for it:

Benchmark Server Why
RegionFileComparisonBenchmark no Minestom's RegionFile reads no registry, so it runs in a bare fork. The class sits in net.minestom.server.instance.anvil because that type is package-private.
ChunkSaveComparisonBenchmark MinecraftServer.init() Minestom's AnvilLoader reads the biome registry and the block state count in static fields, so the class initialiser fails before any measurement unless the registries exist.
LightEngineComparisonBenchmark MinecraftServer.init() Measures the original light engine, whose methods are package-private in net.minestom.server.instance.light.
LightEngineStageBenchmark MinecraftServer.init() Same package and the same reason: it splits both engines into their stages, so it calls the same package-private methods.

The comparison numbers therefore include what a real registry costs on both sides — which is correct, because both sides pay it. They are not comparable with the library benchmarks below, which deliberately exclude it.

Everything from here on applies to the library benchmarks.

Both packages already separate their algorithm from the registries of a running server — PaletteEntryResolver for the codec and BlockLightSource for the light engine. The benchmarks plug fakes into those two interfaces (FakePaletteEntryResolver, FakeBlockLightSource).

This is a deliberate trade. A registry lookup is expensive enough to dominate every one of these measurements, and a benchmark whose number is 90 % Minestom tells you nothing about the code in this repository. The consequence is that no benchmark here reports what a chunk load costs on a real server. They report what this library contributes to it.

FakeBlockLightSource takes a resolveCost in Blackhole.consumeCPU tokens for exactly this reason. SectionOpacity exists to resolve each distinct block state once instead of once per visit, and how much that is worth depends entirely on what a resolution costs. Measuring it against a free fake would make the cache look like pure overhead, which is the opposite of what happens against a registry.

The benchmarks

Anvil

Benchmark Parameters What it answers
BitPackerBenchmark .pack .unpack .roundTrip bitsPerEntry 4, 5, 8, 15 What the packing loop of one section costs. It runs once per section on every load and every save, so a full-height chunk pays it 24 times. The parameter is the only thing that changes the iteration count per long.
PaletteDataBenchmark .encode .unpack .roundTrip distinctStates 1, 8, 64, 200 What collecting a palette costs as the section gets busier. 1 is a section of pure air or pure stone — the majority of every world — and is answered without packing anything. 200 already needs eight bits per entry.
ChunkCompressionBenchmark .compress .decompress compression ZLIB, GZIP, NONE × distinctStates 8, 200 The most expensive single stage of a chunk transfer, and the one the loader deliberately performs outside every lock. The payload is real serialised chunk NBT built through the same codec the save path uses, not random bytes — random bytes do not compress and would make zlib look far worse than it is.
RegionFileBenchmark .writeRaw .readRaw .roundTrip The byte transfer alone, on an already compressed payload. readRaw uses positional channel reads and takes no lock; writeRaw takes the region lock for the sector allocation and the header update.
ChunkSaveStageBenchmark .snapshot .codec .codecWithoutCompression .transfer .full distinctStates 8, 200 The interesting one. See below.

ChunkSaveStageBenchmark splits a whole chunk save into the three stages it consists of, because the central claim of the loader is structural and this is what turns it into a number:

Stage Lock held
snapshot — copy the section arrays the read lock of the chunk; a game thread waits here
codec — palettes, packing, NBT, compression none
transfer — hand the finished bytes to the region file the region lock, for the allocation and the header
full — all three, so the sum can be checked against the whole

codecWithoutCompression splits the middle stage again, into its palette half and its zlib half.

The chunk is a ChunkColumn of plain arrays, not a Minestom chunk. A real Section needs a started server, and the registry time would land inside the codec stage and hide the very thing the benchmark isolates.

Light

Benchmark Parameters What it answers
LightNibblesBenchmark .getUniform .getAllocated .setUniformUnchanged .setAllocating .ofArray What the uniform shortcut is worth. A section whose blocks all carry the same level keeps no array and answers from a field; every other section shifts a nibble out of 2048 bytes. Most sections of a world are completely dark or completely sky-lit, so the shortcut is the common path, not the exception.
SectionOpacityBenchmark .of distinctStates 1, 8, 64, 200 × resolveCost 0, 50 What "resolve each distinct state once" is worth. distinctStates sets how often the cache misses; resolveCost sets what a miss costs. At resolveCost = 0 you are measuring the hash map and the two array writes per block, so the table looks like pure overhead. At resolveCost = 50 you are measuring what it saves: seven resolutions per distinct state instead of seven per block.
LightPropagatorBenchmark .propagate lightSources 0, 1, 8, 64 × occlusionPercent 0, 25 How the single-section search scales with the amount of queued positions. lightSources = 0 is answered without a search at all, which is the case for the overwhelming majority of the sections of a world. occlusionPercent = 25 is there because solid blocks stop the search early — measuring only an open section reports the worst case and calls it normal.
ChunkLightPropagatorBenchmark .propagate .propagateSky sectionCount 4, 16, 24 × lightSourcesPerSection 1, 8 The same search across section borders, over a flat map (4), a shallow world (16) and a full-height overworld (24). Both searches are measured because the engine runs both per chunk and they behave very differently: block light is bounded by the amount of emitting blocks, sky light seeds nearly every block of an open column.
AreaVsPerChunkBenchmark .area .perChunk chunkCount 1, 4, 9, 16 Whether area forming earns its complexity: an area of n chunks against n separate calculateWithNeighbours calls. Written as a decision rather than a report — had it not held, the simpler per-chunk design was the better one and area forming was to be dropped rather than tuned. The chunkCount = 1 row is the control: a lone chunk has no loaded neighbours, so neither side has a ring to read and the two must come out level.
IncrementalVsFullBenchmark .incremental .full sky false, true Whether replaying a changed position earns the memory the kept light costs. Both sides toggle the same block, compute the same nine chunks plus the same ring and write into the same sections; only the origin of a chunk's light differs. The block is toggled rather than placed, so both directions of an incremental update are measured — adding brightness and taking it back — and the world alternates between two states instead of drifting. sky is a parameter because a tick pays for both kinds and they gain very differently.

Both propagators keep their working buffers between runs, so the benchmarks reuse one instance for the whole trial and warm the buffers in @Setup. A fresh instance per invocation would measure two array allocations instead of the search.

The last two start a server, unlike everything else in this table, because an area and a scheduler pass are defined over real chunks of a real instance. ChunkLightService has no benchmark of its own; what it costs is covered by those two and by the comparison benchmarks below.

Against the implementations Minestom ships with

These are the ones that answer "is this actually better", and they are the reason the loader and light engine documents can state factors instead of intentions. Each measures the original, not a reimplementation of it — which is why three of them live in Minestom packages, where the measured types are package-private.

Benchmark Parameters What it answers
RegionFileComparisonBenchmark .falcoRead .minestomRead .falcoWrite .minestomWrite distinctStates 8, 200, and the JMH thread count The central claim of the loader: what the lock granularity is worth. Run it with -t 1 and the two are level; the difference appears only under contention, which is why the thread count is the parameter that matters here.
ChunkSaveComparisonBenchmark .falcoSave .minestomSave .compressFalcoLevel .compressMinestomLevel distinctStates 1, 16, 64, 256, 1024 Whether the palette handling shows up in a whole chunk save. Both sides run the identical Adventure writer over byte-identical payloads, so the save comparison cannot be won by choosing a cheaper compression level — that variable is measured separately in the two compress* methods.
LightEngineComparisonBenchmark .falco .minestom lightSources 1, 8, 64 × occlusionPercent 0, 30 × emissionMix UNIFORM, MIXED By how much each light engine wins, and on what shape of section. All three parameters are needed: the margin moves with each of them.
LightEngineStageBenchmark .falcoReadStates .falcoOpacity .falcoPropagate .falcoCollect .falcoFull .minestomQueue .minestomFull lightSources 1, 8, 64 × occlusionPercent 0, 30 Why one of them wins, which the comparison never says. It splits the Falco path into reading the palette, building the opacity table, searching and packing, and the built-in path into building the seed queue and the rest. This is what identified the allocation the opacity table used to make, and it is the source of the stage table in light-engine.md.

emissionMix decides whether every source of the section emits level 15 (UNIFORM, glowstone throughout) or whether the sources differ (MIXED: glowstone 15, lantern 15, torch 14, redstone torch 7, magma block 3, at the same positions drawn from the same seed). The Falco search assumes its queued positions are ordered by level, which only holds while every source starts at the same one, so this parameter is what would show whether a bucket queue is worth adding. One cell of the cross product measures nothing: with a single source MIXED places glowstone as well and is a duplicate of UNIFORM. The recommended run therefore leaves it out:

java -jar build/libs/falco-*-jmh.jar "LightEngineComparisonBenchmark.(falco|minestom)" \
    -p emissionMix=UNIFORM -f 1 -wi 3 -i 5
java -jar build/libs/falco-*-jmh.jar "LightEngineComparisonBenchmark.(falco|minestom)" \
    -p emissionMix=MIXED -p lightSources=8,64 -f 1 -wi 3 -i 5

The comparison verifies the two engines agree before it measures them. Its @Setup runs both paths over the section it just built and aborts the trial when the 2048 bytes differ, so a faster number cannot come from computing something else. LightEngineEquivalenceTest pins the same property down in the normal test run, over 54 scenarios. Both are recent: the byte identity was stated in light-engine.md long before anything in the build checked it.

Because three of them start a server, their absolute numbers include registry time and are not comparable with the library benchmarks above. Compare them only against their own counterpart.

Scaling beyond the sizes anyone uses

ScalingBenchmark measures this library against itself rather than against Minestom, along two axes that the other benchmarks sample too coarsely to expose a bend in:

Method Parameter What it answers
blockLightBySectionCount skyLightBySectionCount sectionCount 1 … 256, fifteen steps Whether cost per section stays flat as the world grows taller. Block light does across the whole range. Sky light does not: a least-squares fit over the vanilla range (≤ 24 sections) understates the measured cost at 256 sections by about 20 %, while the same method lands within 2 % for block light.
paletteByDistinctStates packingByDistinctStates distinctStates 1 … 1024 The same question for the codec as a section fills up.

Fifteen steps rather than three, because the point of this benchmark is to find where a curve stops being straight — and that is exactly what a coarse parameter set hides.

Benchmark hygiene

The rules every benchmark in this source set follows:

  • Inputs are built in @Setup, never in the measured method. Otherwise the generator is what gets measured.
  • Every measured method returns its result so the JIT cannot delete the work. Where there is no natural result — RegionFileBenchmark.writeRaw, ChunkSaveStageBenchmark.transfer — the side effect on the file is what keeps it alive.
  • @Fork, @Warmup and @Measurement are explicit on every class. JMH's defaults are fine but invisible, and a reader should be able to see how much evidence a number rests on without consulting the JMH manual.
  • @BenchmarkMode and @OutputTimeUnit are set per class. Everything here is AverageTime in microseconds, because every operation is a whole-section or whole-chunk unit of work and throughput would be the less natural framing.
  • @State(Scope.Thread) everywhere. None of the measured code is designed to be shared between threads: LightPropagator and ChunkLightPropagator are explicitly documented as single-thread confined, and the state classes hold mutable buffers.
  • Sweeps, not single accesses. LightNibblesBenchmark walks all 4096 blocks per invocation instead of reading one nibble. A single nibble read is a handful of instructions, which is below what a harness can separate from its own overhead. Divide by 4096 for the per-access cost — but see the caveat below.
  • Deterministic inputs. Every generator seeds from BenchmarkConstants.SEED. Two runs of the same benchmark must see byte-identical input, or the difference between them describes the input and not the change.

The one place a sweep is still eliminated

LightNibblesBenchmark.getUniform and .setUniformUnchanged report times far below one nanosecond per access. That is not a measurement error and no Blackhole fixes it — verified by rerunning with -Djmh.blackhole.autoDetect=false, which produces the same number.

A uniform section answers every read from a single field, whatever the coordinates. The loop body is therefore loop-invariant, the JIT hoists it out, and the empty loop disappears. setUniformUnchanged goes the same way: writing the level the section already carries returns immediately, the compiler proves the loop has no effect, and removes it.

These two numbers are lower bounds, not per-access costs. What they legitimately say is that the uniform path can collapse to a single field read — which is precisely the property the shortcut exists for. Only getAllocated and setAllocating divide meaningfully by 4096. Both are kept because a change that accidentally made the uniform path allocate would show up here instantly.

What the numbers are not

  • They are not portable. Core count, CPU frequency scaling, the JIT's mood on the day, the page cache and the file system all move these numbers. A result from your laptop says nothing about a production host.
  • They are not a chunk load time. No benchmark here includes registry lookups, chunk allocation, or anything else Minestom does around this code. See Why no Minestom.
  • RegionFileBenchmark is not a storage benchmark. It runs on a warm page cache and measures almost no device time. That is realistic for a server saving the same chunks repeatedly, and useless as a statement about a disk.
  • A single -f 1 -wi 1 -i 1 run proves nothing. It proves the benchmark executes. Any comparison needs the configured forks and iterations, and preferably -prof gc alongside.

If a number from here ends up in anvil-chunk-loader.md or light-engine.md, it needs the machine, the JVM and the JMH configuration next to it, or it is not a fact — it is a rumour with a decimal point.

Notes on the setup

Piece Version Why
me.champeau.jmh 0.7.3 Latest release. Gives the benchmarks their own source set so JMH never lands on the main or test classpath of a published library.
org.openjdk.jmh:jmh-core 1.37 Latest release. Not managed by mycelium-bom — the BOM covers adventure, minestom, cyano, junit and mockito only — so both versions are pinned explicitly in settings.gradle.kts.
net.kyori:adventure-bom 5.1.1 The main source set gets adventure through compileOnly(minestom), which never reaches a runtime classpath. The benchmarks run their code for real and need adventure at runtime, so they import the platform directly. Keep this in sync with the version Minestom resolves to — check with ./gradlew dependencyInsight --configuration compileClasspath --dependency adventure-nbt.

The plugin generates the harness classes with its bytecode generator. No jmhAnnotationProcessor is declared on purpose: with both present, the two generators emit the same classes and the jar ends up with two copies of every benchmark.

On Java 25, JMH 1.37 prints a warning about sun.misc.Unsafe::objectFieldOffset being terminally deprecated. It is harmless and comes from JMH itself, not from this repository.

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