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Game server load testing

A game server load test answers the core question every studio asks before launch: how many concurrent players can the server handle before latency climbs, connections are refused, or game logic starts dropping events? This page shows you how to build a concurrent-session load test in MaxoPerf using k6’s WebSocket API, covering configuration, the MaxoPerf console walk-through, and how to read the results.

  • Read Real-time protocols — it explains why game server tests use WebSocket and what k6 measures.
  • Read k6 scripts on Maxoperf — the upload and run workflow.
  • Know your target: the WebSocket endpoint URL, the authentication scheme (token query param, first message, cookie), and the expected server-side message format.

Each virtual user (VU) in MaxoPerf represents one player session. The test:

  1. Opens a WebSocket connection (simulating login + matchmaking handshake).
  2. Exchanges messages at a realistic rate (game ticks, position updates, state sync).
  3. Holds the connection open for the duration of a realistic session (2–5 minutes for most game types).
  4. Closes and — optionally — reconnects to model churn.

The key measurements are connection establishment time (ws_connecting), session hold success rate, message latency (custom Trend metric), and error rate.

import ws from 'k6/ws';
import { check, sleep } from 'k6';
import { Trend, Counter } from 'k6/metrics';
const msgLatency = new Trend('game_msg_latency_ms');
const disconnects = new Counter('game_unexpected_disconnects');
export const options = {
stages: [
{ duration: '2m', target: 500 }, // ramp to 500 concurrent players
{ duration: '5m', target: 500 }, // hold — steady-state load
{ duration: '3m', target: 1000 }, // scale to 1 000 players
{ duration: '5m', target: 1000 }, // hold — observe at peak
{ duration: '2m', target: 0 }, // ramp down
],
thresholds: {
ws_connecting: ['p(95)<300'], // handshake under 300 ms
game_msg_latency_ms: ['p(95)<100'], // message round-trip under 100 ms
game_unexpected_disconnects: ['count<50'], // tolerate < 50 drops
},
};
export default function () {
const token = __ENV.GAME_TOKEN;
const url = `wss://gameserver.staging.example.com/play?token=${token}`;
const res = ws.connect(url, {}, function (socket) {
socket.on('open', () => {
// Send player-ready handshake
socket.send(JSON.stringify({ type: 'join', zone: 'world-1' }));
});
socket.on('message', (data) => {
const msg = JSON.parse(data);
// Measure echo-based round-trip latency
if (msg.type === 'tick_ack' && msg.client_ts) {
msgLatency.add(Date.now() - msg.client_ts);
}
check(msg, {
'no server error': (m) => m.type !== 'error',
'valid game state': (m) => m.type !== undefined,
});
// Send a position update every tick
if (msg.type === 'tick') {
socket.send(JSON.stringify({
type: 'position',
x: Math.random() * 1000,
y: Math.random() * 1000,
client_ts: Date.now(),
}));
}
});
socket.on('error', () => {
disconnects.add(1);
});
socket.on('close', (code) => {
if (code !== 1000) disconnects.add(1); // unexpected close
});
// Hold session for 3 minutes — typical play session
socket.setTimeout(() => socket.close(), 180000);
});
check(res, { 'connected (101)': (r) => r && r.status === 101 });
sleep(1);
}

The stages array creates the ramp profile. The thresholds block becomes the pass/fail gate — MaxoPerf reports a threshold violation as a failure in the run detail.

  1. Save the script as game-server-load.js. Open MaxoPerf console → TestsNew test.
  2. Name the test game-server-concurrent-players and select the project.
  3. In the Files tab, upload game-server-load.js as the Entrypoint. MaxoPerf auto-detects k6.
  4. In Configuration, set the runner location to the regions closest to your game server (e.g. us-east-1 for a North American server). For a global title, add eu-west-1 and ap-southeast-1 as well.
  5. Open Secrets and add GAME_TOKEN — the bearer token your test players will use for authentication.
  6. Optionally add a Failure criteria in Configuration matching the thresholds in your script (p95 ws_connecting < 300 ms, etc.) so MaxoPerf fails the run automatically if the game server is not ready.

Click Run. The live Overview tab shows:

  • VU count — climbing through the stages ramp.
  • Throughput — messages-per-second (MaxoPerf maps k6’s ws_msgs_sent rate).
  • Latencyws_connecting as the primary latency signal; game_msg_latency_ms as a custom metric visible in the metrics panel.
  • Error rategame_unexpected_disconnects and ws errors.

After the run completes, open the Overview tab and look for:

  • Connection ramp shape. The VU count should climb smoothly through the stages. A flat VU plateau below the target means MaxoPerf couldn’t open enough connections — check the Runners tab for errors.
  • p95 ws_connecting latency. Under 300 ms is typical for a well-provisioned game server. A value climbing across the hold phase suggests the server’s connection-accept loop is saturated.
  • Custom metric game_msg_latency_ms. This is the game-specific signal. Values above 100 ms p95 indicate the server is falling behind on game logic under load.
  • Disconnect count. A handful of unexpected disconnects is normal (network blips). A disconnect count that grows linearly with VUs indicates a server-side connection limit.

For games with instanced worlds or zones, parameterize the zone field in the join message using MaxoPerf’s data entities (CSV):

// index.js — reads zone names from a CSV data entity
import { SharedArray } from 'k6/data';
const zones = new SharedArray('zones', function () {
return JSON.parse(open('./zones.json'));
});
export default function () {
const zone = zones[__VU % zones.length]; // distribute VUs across zones
// ... connect with zone
}

Upload zones.json as a Test asset alongside the entrypoint. This distributes virtual players across zones the same way real matchmaking would.

Do:

  • Hold connections open for a realistic session duration (2–5 min, not 10 s).
  • Use custom Trend metrics to measure application-level message latency, not just connection establishment.
  • Ramp gradually before the hold phase so autoscaling has time to respond.

Don’t:

  • Use the default k6 options.duration for session hold — use socket.setTimeout() inside the WebSocket handler so the connection stays open for the full session window.
  • Ignore game_unexpected_disconnects — even a 0.1 % disconnect rate at 10 000 players is 10 dropped sessions every second.