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Fix Minecraft server lag

“The server is lagging” can have three completely different causes: the server can't keep up, the connection is bad, or the player's PC is struggling. This guide shows you how to find out which it is and what actually helps – by measuring instead of guessing.

9 min read · Last reviewed: October 2026

TPS, MSPT, ping, FPS – what's what?

ValueMeaningGoodSymptom when it's bad
TPSServer ticks per second20 (the maximum)Everything slows down: mobs stutter, blocks reappear, daytime crawls
MSPTMilliseconds of work per tickbelow 50 msAbove 50 ms TPS drops below 20
PingRound trip player ↔ serverbelow ~80 msOnly some players affected, rubber-banding while walking
FPSFrames per second on the player's PCstableStutter for that player only, server TPS normal

Rule of thumb: if everyone suffers at once, it's the server (TPS). If only one player does, it's their connection or their PC. No server tuning fixes ping or FPS.

Step 1: Measure, don't guess

Paper has two quick console commands (in the AvantaHost panel: the Console tab):

tps    # TPS over the last 1, 5 and 15 minutes
mspt   # time spent per tick

If TPS sits at 20 and MSPT is well below 50, the server has headroom – look at ping or FPS instead. The Overview tab is worth a look too: if CPU constantly sits at your package's limit, that's a clear sign.

Step 2: Find the cause with spark

spark shows which part of the server eats the time: a plugin, a mob farm, redstone or chunk loading. Since Minecraft 1.21 spark ships with Paper. On older versions and other software (Fabric, Forge) install it as a plugin or mod from spark.lucko.me.

# Start the profiler, stops automatically after 10 minutes
spark profiler start --timeout 600

# or start and stop manually
spark profiler start
spark profiler stop

# Only record ticks longer than 60 ms (great for short lag spikes)
spark profiler start --only-ticks-over 60

# Overall health: TPS, MSPT, CPU, memory, disk
spark health

spark ends with a link to the report. Expand the tree under the server thread and follow the largest percentages. Typical findings:

  • A plugin name at the top → update it, check its settings or replace it.
  • entityTick / lots of entities → mob farms, dropped items, too many animals in one spot.
  • Chunk generation → players exploring new areas. Fix: pregeneration (step 5).
  • Hoppers and redstone → large sorting systems and clock circuits.
Important: Only profile while the lag is actually happening. A report from a quiet moment shows nothing. Timings (/timings) is deprecated and disabled by default in Paper since 1.21 – use spark.

Step 3: view-distance and simulation-distance

This is the most effective single lever. Both values live in server.properties (Files tab) and are measured in chunks:

  • view-distance: how far players can see the world. Mostly costs bandwidth and memory.
  • simulation-distance: the radius in which mobs, crops and redstone are actually processed. Costs CPU – and it grows with the square of the radius.
server.properties
# Both default to 10
view-distance=8
simulation-distance=6

A radius of 6 instead of 10 means roughly 169 instead of 441 simulated chunks per player – less than half. Players barely notice, and farms keep working as long as someone is nearby. Don't forget to restart.

Step 4: Tune Paper settings

If your server still runs Vanilla, switching to Paper is the biggest improvement of all – fully compatible with normal worlds. Paper also adds config/paper-world-defaults.yml. A few options that barely change gameplay:

config/paper-world-defaults.yml (excerpt)
collisions:
  max-entity-collisions: 2          # default 8
environment:
  optimize-explosions: true         # default false
chunks:
  max-auto-save-chunks-per-tick: 8  # default 24, smooths auto-save spikes

Use these with care – they change behaviour:

OptionEffectSide effect
misc.redstone-implementation: ALTERNATE_CURRENTMuch faster redstoneRedstone dust behaves differently, some technical builds break
hopper.disable-move-event: trueFaster hoppersProtection plugins (claims, shops) no longer see hopper movement
tick-rates.mob-spawnerSpawners ticked less oftenSpawner farms yield less
entities.spawning.despawn-rangesMobs despawn soonerWorth adjusting along with a low simulation-distance

Change only a few values at a time and measure again with spark. Every option is explained in the Paper documentation.

Step 5: Pregenerate the world with Chunky

Generating new chunks is one of the most expensive things a server does. When players fly through unexplored land with elytra, TPS collapses. The fix: pregenerate the world while nobody is playing and set a world border.

Install the Chunky plugin (from Hangar or Modrinth) as described in Install Minecraft plugins. Then in the console:

# World border: 10,000 blocks across, centred on 0,0
worldborder center 0 0
worldborder set 10000

# Chunky takes centre and radius from the world border
chunky world world
chunky worldborder
chunky start

# Progress, pause, resume
chunky progress
chunky pause
chunky continue

Repeat for the Nether and the End with chunky world world_nether or world_the_end (a smaller radius is enough there).

Plan for disk space: A pregenerated 10,000 × 10,000 world takes up a few gigabytes. Check your package's disk limit in the Network tab under “Resources” first and start with a smaller radius if space is tight. The server is under heavy load while generating – run it overnight.

Step 6: Typical in-game lag sources

  • Too many animals in pens (hundreds of cows in one spot). Limit breeding.
  • Dropped items, e.g. from broken farms. Remove them from the console with kill @e[type=item] – careful, this deletes every currently loaded item drop.
  • Redstone clocks that run constantly, even when nobody uses the build.
  • Plugins that scan the world (some anti-xray or logging plugins with the wrong settings).
  • Outdated plugins after a Minecraft update – spark reliably points them out.

Myth: more RAM makes the server faster

The most common misconception. Minecraft processes the world mainly on one thread – TPS depends on single-core CPU performance, not on memory. You need enough RAM, but no more:

  • Paper recommends 6–10 GB for most servers, even with few players. Small vanilla groups get by with less.
  • Beyond a certain point, more RAM gives “minimal returns” according to the Paper docs – 32 GB for a normal server is wasted money.
  • Too much RAM can even hurt: the garbage collector has more to clean up and pauses get longer.
  • You can spot too little RAM when spark health shows a nearly full heap and frequent GC pauses – or a crash with OutOfMemoryError.

Bottom line: almost always measure and tune first. A bigger package mainly helps when spark shows a CPU that's constantly maxed out even though view distance, entities and plugins are reasonable.

Minecraft hosting with headroom

Our Minecraft packages run on high-clocked CPU cores with NVMe storage, and you can pick Paper right when ordering. If spark shows the CPU really is at its limit, you'll find the larger packages there too.

View Minecraft packages