NETHERITE OPS

Live Telemetry

Real-time TPS, average ms/tick, and process uptime across every gamemode. Built like a mission console for players who care about the numbers.

LIVE TELEMETRY

All systems operational

33/33 servers accepting players · longest process up 1d 5h

AVG TPS
20.0
AVG MS/T
4.9
READY
100%
Network TPS and MSPT gauge
NETWORK
20.0
TPS
4.9 ms/t
Servers ready
33/33
Avg TPS
20.0
Avg ms/tick
4.9
Longest uptime
1d 5h
Network TPS
Higher is smoother · target 20.0
OSCILLOSCOPE
Sampling telemetry… stay open for live traces
Avg ms/tick
Lower is better · 50ms budget for 20 TPS
OSCILLOSCOPE
Sampling telemetry… stay open for live traces
Gamemode constellation
Lifesteal
20.0 TPS·3.7 ms/t·up 1d 5h
Operational
Skyblock
20.0 TPS·4.5 ms/t·up 1d 5h
Operational
Survival
20.0 TPS·8.1 ms/t·up 1d 5h
Operational
Prison
20.0 TPS·0.2 ms/t·up 5h 59m
Operational
Build
20.0 TPS·0.1 ms/t·up 1d 5h
Operational
Hub
20.0 TPS·0.4 ms/t·up 1d 5h
Operational
HEARTBEAT STREAM · LAST SYNC 8:31:39 PM
STATUS KEY
Operational Smooth ticks. Go play.
Minor lag Occasional hitching. Usually brief.
Heavy load Everyone on that shard feels it.
Restarting Cycling capacity. Rejoin in a minute.
Starting up Fresh node booting into the fleet.
READOUT GLOSSARY
TPS Ticks per second. 20.0 is the Minecraft ceiling. Below ~18 you start to feel lag.
ms/tick (MSPT) Average wall time the server spends processing one tick. Budget is 50ms to hold 20 TPS. Lower is better.
Uptime How long that game-server JVM process has been alive. Short uptimes mean a recent restart.
TPS ≈ min(20, 1000 / mspt)

Something feel off?

Seeing lag?
If your gamemode is green here, the hitch is likely on your path. Rejoin — you often land on a fresher shard — or try wired.
Can't connect?
Double-check the address and game version. The connect guide covers Java and Bedrock step by step.Open the connect guide
Still stuck?
Open a support ticket with your username, gamemode, and what you're seeing. We like weird tickets.Create a support ticket
PUBLIC PERFORMANCE SIGNALS ONLY · NO PLAYER COUNTS · NO HOSTNAMES · NO INTERNAL IDS