Busy stays local
When one area fills with players and mobs, the rest of the world keeps running smoothly — the load stays where it happened.
In active development
Performance you can feel.
A next-generation Minecraft server core — engineered so crowded worlds stay smooth, and every claim is backed by a measurement.
Why Divine
Divine keeps crowded worlds responsive by treating every millisecond of tick time as a budget — and every optimization as a measurement.
When one area fills with players and mobs, the rest of the world keeps running smoothly — the load stays where it happened.
The world's workload is divided into independent areas and processed in parallel, instead of piling onto a single queue.
Repeated work is identified and removed. In measured tests, most redundant packet encoding simply stopped happening.
Spikes happen — events, farms, peak hours. Divine is designed so busy moments stay busy instead of becoming broken ones.
Performance
Every number on this page comes from a real benchmark run on the Divine development harness — simulated players, real server, repeatable conditions.
Benchmarks run on Ryzen 7 9800X3D · 4 GB heap · Java 25 · Minecraft 26.x · simulated players (bots) on a single machine. Early development results — some workloads still show regressions under investigation. Full reports ship with releases.
How it stays light
Divine doesn't chase a single magic trick. It's a discipline: profile the real server, remove real work, verify nothing broke, repeat.
See how it worksEvery change starts with a recording of a real server under real load — not a guess.
Optimizations target duplicated or invisible work. Gameplay semantics stay vanilla.
Every patch faces the same gate: correctness suite, interleaved A/B benchmark, keep-or-revert decision.
Ecosystem
Divine ships with its own contained plugin runtime — designed so plugins get power without ever touching the server's fragile internals.
A sandboxed, high-throughput plugin environment with its own API surface — plugins are contained by default and measured by design.
Download
Divine is still in active development. Builds will appear here the moment they pass the keep-or-revert gate.
Verified builds that hold up under the full benchmark matrix.
Cutting-edge builds for testers who want every optimization the day it lands.
Overview
Divine is a next-generation Minecraft server core. It builds on the region-based architecture of Folia and pushes it further — with an engineering loop where every optimization must prove itself on a benchmark, or be reverted.
A normal Minecraft server processes the whole world in lockstep. When hundreds of players gather in one place, that place becomes a bottleneck — and everyone feels it.
Divine divides the world into independent regions that tick in parallel, then removes wasted work inside them: redundant packet encoding, pointless entity tracking, duplicated effort. The result is a server that stays calm when the world doesn't.
Survival communities where spawn is always crowded and farms never sleep.
Dense hubs, custom mobs, and busy markets that punish weak tick discipline.
Lobbies and minigame nodes where presence alone is a load.
Teams that want benchmark reports and correctness gates — not marketing numbers.
No patch ships on intuition. Profile, hypothesize, patch, verify, benchmark — then keep or revert.
Worlds, mechanics, and client behavior stay true to vanilla Minecraft. Performance must never change the game.
Features ship behind flags, plugins run in a sandbox, and failures stay inside their region.
We publish what's measured — including regressions we're still fixing. If it isn't benchmarked, it isn't claimed.
Fork baseline built, reproducible benchmark harness, 90+ quality-gated runs.
Region tick engine, plugin runtime, and first measured optimizations landed.
Current phase: fixing regressions, expanding coverage, more benchmark passes.
First downloadable builds once the gates are consistently green.
How it works
A Minecraft world is like a city. On a normal server, every road leads through a single intersection. Divine gives each district its own roads — then keeps the traffic lean.
Divine splits the world into independent regions. Your spawn plaza, a distant farm, a faraway base — each becomes its own workload.
Regions tick in parallel on separate threads. A mob farm melting down at spawn can't stall someone building ten thousand blocks away.
When a hundred players watch the same thing, Divine prepares the data once and shares it — instead of doing the same work a hundred times.
A built-in profiler watches where every millisecond goes. If a change doesn't help in benchmarks, it doesn't ship.
Every optimization survives the same cycle — no exceptions.
Divine is in active development. Diagrams simplify; numbers on this site are always measured.
Official Plugins
Official plugins run on the Divine Plugin Runtime — a contained environment where plugins get a stable, high-throughput API without touching server internals.
Sandboxed by default. Contained failures. An API surface designed so fast plugins are easy to write and slow ones are hard to hide.
First-party plugins are being built alongside the runtime. They'll appear here with compatibility notes and measured overhead — not just feature lists.
Benchmarks
Every number below comes from a real benchmark run on the Divine development harness — simulated players, real server, repeatable conditions.
Lower is better. MSPT = milliseconds per tick; a tick must stay under 50 ms for the game to hold 20 TPS.
| Scenario | Simulated players | MSPT avg | p95 | p99 |
|---|---|---|---|---|
| Everyone in one place | 25 | 3.69 | 4.94 | 6.22 |
| 50 | 6.10 | 7.85 | 8.80 | |
| 100 | 9.89 | 11.46 | 12.67 | |
| 150 | 15.88 | 19.91 | 30.33 | |
| Players spread out | 10 | 2.62 | 3.24 | 4.14 |
| 20 | 2.89 | 3.73 | 4.76 |
Measured Development build Early development results — some workloads still show regressions under investigation.
Benchmarks run on Ryzen 7 9800X3D · 4 GB heap · Java 25 · Minecraft 26.x · simulated players (bots) on a single machine. Early development results — some workloads still show regressions under investigation. Full reports ship with releases.
Tools
Free browser-based tools for understanding server performance. They are being built alongside Divine and will appear here as they ship.
Estimate how much heap your server actually needs from player count, view distance and plugins — instead of guessing.
Interactive walkthrough of what a server tick is, where the 50 ms budget goes, and why MSPT matters more than average TPS.
Paste timings or spark output and get a plain-language read on where your tick time is going.
Estimate a sensible player ceiling for your hardware before opening the doors — based on measured workloads.
See how view-distance and simulation-distance settings translate into chunk load and tick cost.
Guides
Short, honest explainers on Minecraft server performance — written for operators, not kernel engineers. Articles are in preparation.
The 20-ticks-per-second heartbeat of a Minecraft server — and what it means when it dips.
Milliseconds per tick is the number that actually decides whether your server feels smooth.
Entities, chunks, hoppers and farms — a tour of the usual suspects behind tick spikes.
What region-based ticking changes, what it doesn't, and who should care.
The settings and habits that matter before you ever touch a custom server core.