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Open Benchmarks

Every number.
Every result.

Every improvement we have ever shipped: game servers, control panel, website. Wins and negative results both. Nothing rounded up, nothing projected without a label.

Most hosts advertise speed. We measure it, publish the data, and mark the rounds that did not move the needle.

Cold-start benchmarkn=5 · gm_construct
6.2s

± 1.6 s stddev · mean of five cold starts

Vanilla GMod hosting45 – 90 s
Zeros Host cold start6.2 s
prod hardware · 2026-06-03How we measure
Headline numbers

Fast Load cut cold-start from vanilla's 45–90 s to 6.2 s.

Same hardware everyone else rents. Same GMod binary. What changed is what runs around it — container template, image layout, and what actually needs to load before the server accepts connections.

  • Boot mean: 6.2 s, n=5, gm_construct, no addons
  • Vanilla community range: 45 – 90 s (typical setup guides)
  • Every future improvement adds a row to the archive below
Read the methodology
~7×
faster boot vs vanilla
6.2 s vs 45 – 90 s
-98%
server image size
6.5 GB to 141 MB
6.2s
cold-start mean
gm_construct, no addons, n=5
0%
idle CPU in Standby
by design, SIGSTOP
Startup time · history

All runs.
In chronological order.

Each point is a separate measurement. Green means the delta was larger than 2× baseline stddev. Grey means it landed inside noise, so no claim is made. Failed attempts stay published — they narrow the search space and prevent revisiting the same dead ends.

  • Hover any point for detail and stddev
  • X axis: run number (chronological, not calendar-spaced)
  • Y axis: mean startup time in seconds
Startup time, every run in chronological ordern=5–10 per run
5.0s5.5s6.0s6.5s7.0s7.5s8.0sRun 1Run 2Attempt 1Attempt 2Attempt 3Run 3Attempt 4
ImprovementWithin noise floorBaseline measurement
In development

Instant Boot pool.

A pre-warmed server pool for near-instant new-server starts. Live metrics appear here once it begins serving traffic — until then this panel shows the current in-development state, updating every 60 s.

Instant Boot pool: in development. A pre-warmed server pool for near-instant new-server starts. It is not serving yet, so there are no pool metrics to show. The Fast Load figures above are measured on production hardware today. Methodology

Verified improvements

Every claim, checked.

Every PR that claims a speed improvement is measured against the canonical scenario. Delta smaller than 2× baseline stddev = recorded as within noise, no claim made.

Attempt 4Startup time
+1.4s (+24%)Within noise

Within noise floor (threshold 3.6s = 2x before stddev). Startup time unaffected. Confirmed wins: image -175MB, per-server volume -273MB.

Attempt 1Startup time
+0.3s (+5%)Negative result

Within noise floor. Negative result: the targeted phase was not the bottleneck.

Attempt 2Loading phase
-0.2s (-10%)Meaningful win

Total mean within noise floor, but the targeted loading phase consistently improved 2.0s to 1.8s. Composes with future work.

Attempt 3Startup time
+0.4s (+7%)Within noise

Within noise floor. Negative result: the targeted phase did not measurably improve.

Negative results

What didn't work.

Published the same way as wins. They narrow the search space and prevent the same dead ends being revisited.

Attempt 4 did not reduce startup time

Startup mean moved 5.8 s → 7.2 s, a +1.4 s change inside the 3.6 s noise floor. Image size dropped 175 MB and provisioning improved, but startup itself is unchanged.

Attempt 1 was not the bottleneck

A 12.2% file-size reduction produced a +0.3 s change within noise. The targeted phase was not the bottleneck.

Attempt 3 did not improve startup time

A +0.4 s change within the 3.2 s noise floor. The targeted phase moved the wrong way. No further investigation planned.

Capacityretested 2026-08-03

Project Zomboid, 2 GB (former Starter tier)

A fresh world-gen boot with zero players and zero mods settled around 2.2 GB against a 2.4 GB ceiling -- effectively maxed out before anyone connects. This is why Starter moved to 4 GB in August 2026.

Full history

Improvements archive.

Every improvement shipped across game servers, panel, and website. Updated with each optimisation round.

Game servers

16 entries
What improvedResult
Server cold-boot time vs vanilla GMod hosting*6.2s vs 45-90s (~7x faster)
Instant Boot server start time6.1s → 798ms (-87%)
Project Zomboid out-of-memory startup crashEliminated
Cold-start time (Garry's Mod, n=5)6.2s
New server provisioning, coldUnder 90s
Early startup phase-0.2s (consistent across runs)
Server image size6.5GB → 141MB (-98%)
Per-server storage footprint-273MB
Container creation overhead, identified1.56s (78% of boot gap)
Idle CPU, empty server (Standby)0% while suspended (by design)
Wake-on-packet latency (Standby)~1s end-to-end
Minecraft server, subsequent startups2-5s faster
Minecraft memory pauses under load5x reduction
New server, first-start wait30-90s eliminated
GMod server jitter, multi-server hostsEliminated
Project Zomboid server memory footprint*Now stable at ~1.2GB (previously crashed under normal load)

*Zeros result: 6.2s mean cold-start, n=5, production hardware, 2026-06-03 (docs/fast-load/benchmarks.md). Vanilla range 45-90s from community server setup guides and forum reports; not a controlled benchmark of third-party infrastructure.

*Prior default configuration could crash under normal load; current default runs stably at roughly 1.2GB observed, consistent across 5 independent test runs.

Control panel

16 entries
What improvedResult
VitalsPage chunk size67.71 kB → 4.42 kB gzip (-93%)
ModelsPage chunk size136.29 kB → 10.74 kB gzip (-92%)
Panel initial load, non-editor pages-8 kB gzip (-1 HTTP request)
Wings process heap (inuse_space)34 MB → 7 MB (-79%)
Console history, 50 concurrent cold reads~287ms → ~10ms (-97%)
Console page load time~1.04s → ~250-350ms
Panel initial page load2.65MB → 210KB (-92%)
Admin section, repeat visitsUp to 6 reads → 0
Player avatar loadingFaster, persists between pages
Player avatar requests per pageMany → 1
Panel progress bar updates2 → 1 per event
Panel overlay event handling3 → 1 per open/close
Username colour computationOnce per session
User avatar initials and colour computationOnce per avatar (memoized)
Console log history fetches on load2 → 1
Workshop page collection requests on load2 → 1

Website

11 entries
What improvedResult
Game page images, total weight6.7MB → 866KB (-87%)
Largest page image2MB → 147KB (-93%)
JS download, return visitor re-fetch117KB → 17.76KB gzip (-84.9%)
Home page JS download31.9KB → 22.6KB gzip (-29%)
Garry's Mod page JS download14.0KB → 8.5KB gzip (-39%)
Minecraft page JS download14.0KB → 5.7KB gzip (-59%)
Project Zomboid page JS download7.1KB → 3.3KB gzip (-54%)
Terraria page JS download7.1KB → 3.4KB gzip (-53%)
Discord Bot page JS download12.4KB → 9.5KB gzip (-23%)
TTFB, game and content pages50-55ms
Total critical-path JS + CSS (first visit)130KB gzip

Measured = verified via script on production hardware. Documented = confirmed in PR description or release notes.

Raw data

Benchmark records.

Every measurement run against the canonical scenario. Append-only: no row is ever edited or removed.

DateRoundnMeanStddev
2026-06-03

Phase 1 baseline

56.2s± 1.6s
2026-06-03

Run 2 baseline

55.8s± 1.8s
2026-06-03

Attempt 4 after

57.2s± 2.0s
2026-06-03

Run 2 baseline

106.2s± 1.5s
2026-06-03

Attempt 1 after

106.5s± 2.0s
2026-06-03

Attempt 2 after

106.1s± 1.6s
2026-06-03

Attempt 3 after

106.5s± 2.1s

Scenario: canonical-cold = sandbox / gm_construct / no-addons / cold-start

How we measure

Methodology.

Numbers are only useful if the method is reproducible and the thresholds are stated up front.

n=5–20, drop outliers

Run 5–20 cold starts. Drop run 1 (first-start overhead) and any result more than 3 standard deviations from the mean. Report median.

Canonical scenario

Same gamemode, map, no addons, cold-start on the same production server each time. Any deviation is noted in the scenario column.

Noise floor threshold

A delta is only claimed as meaningful if it exceeds 2× the baseline standard deviation. Smaller deltas are recorded as within noise floor.

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