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THE HARDWAREOur machines
The hardware your server runs on, part by part: which processor, which memory, which disk, where they are housed, and what those numbers really change in game.
AMD Ryzen 7900
24 cores, up to 5.4 GHz. A server gets up to 4 cores, with 6 cores as an option.
Corsair DDR5
From 2 GB on the Steve plan to 20 GB on the Wither plan, on the same memory.
Firecuda NVMe
The disk holds the chunks, the backups and the logs. It reads and writes without waiting.
All our plans run on this hardware, from Steve to Wither. The 10-day free trial is not pushed off onto a separate machine: it uses the same servers as the paid plans, so you can judge the hardware before paying.
What a CPU Mark score measures
CPU Mark is a benchmark published by cpubenchmark.net. It puts a processor through the same series of calculations and derives a score from it. One score only compares against another score, nothing more, but that is enough to place one generation against another.
| PROCESSOR | CPU MARK SCORE |
|---|---|
| Ryzen 9 7900 | 4147 |
| EPYC 9354P | 2983 |
| EPYC 7543P | 2740 |
| Xeon E5-2667 | 2018 |
The first row is the processor in our machines. The other three are server processors, for scale.
What a score does not tell you about a Minecraft server
The world of a Minecraft server moves forward in loop ticks. On each tick, the server moves the creatures, grows the crops, resolves the redstone, decides whether your hit landed, writes the modified chunks. This loop is essentially sequential: it runs on a single core, from the start to the end of the tick.
The consequence is direct. A Minecraft server depends above all on the speed of one core, not on the number of cores. A processor with a very large number of slow cores will run more servers at once, but none of them will run any faster. That is why we fit a processor chosen for its clock speed rather than a server processor chosen for its density.
The extra cores are still useful: backups, terrain generation, network traffic, the system. They relieve the main core, they do not replace it.
A compute benchmark says nothing about the memory, the disk or the network. A server can slow down for lack of memory when the processor has nothing to do with it: see how much RAM for a Minecraft server before looking at a clock speed.
We build our own machines
We do not take ready-made machines from a catalogue. We design them, we test them, we build them. There is a simple reason for that: not depending on a third-party supplier for what decides the quality of the service.
That changes two concrete things.
The choice of components
Each part is chosen for what Minecraft asks of it. The processor for its clock speed, the Corsair DDR5 at 5600 MHz to keep up with that processor, the Firecuda NVMe and its 14,000 MB/s because loading chunks is a burst of small reads. A part that disappoints is replaced in the next generation, without waiting for a catalogue.
The occupancy rate
Our machines run at less than 40% of their capacity. That is a decision, not an observation. A machine filled to the brim holds the averages and misses the peaks: Saturday evening, the opening of a brand-new world, twenty players heading off in twenty directions and triggering terrain generation at the same instant.
Keeping more than half of a machine free is paid for in servers we do not put on it. That margin shows in game, at the precise moment everyone connects.
The machines are in Paris
Our servers are installed in Paris, with a major French telecom operator. For this game, that is not a spec-sheet detail.
Minecraft does not send an image, it sends intentions. You move forward: the client tells the server, the server decides and replies. You break a block: same round trip. You hit a creature: same round trip, and it is the server that decides whether the hit counts. Every action crosses the network twice.
Travel time is therefore added to every action, not just once at loading. It is what produces the block that snaps back into place, the hit that does not land, the player who slides instead of walking. No processor makes up for that: distance is not computed, it is travelled.
On that same network link, Arbor anti-DDoS protection is included on all servers, with no option to tick: see how an attack is filtered.
The same hardware, 10 days, no bank card
A machine is judged by running your world on it. The trial uses the servers described on this page.












