Direct answer

First determine whether high latency affects one player, one region/ISP, or everyone. Test a wired connection and another network, compare the route to the host/proxy, and check host network saturation. Lowering view distance can reduce traffic load but cannot remove geographic/network latency by itself.

What it means

High ping is network round-trip latency; it can exist even while the server maintains 20 TPS.

If you are a player

  • Compare your ping to this server with at least one other multiplayer server in the same region.
  • Test without a VPN or mobile hotspot if possible, and note whether packet loss happens across games.
  • Record whether high ping affects only you or players across different networks; do not confuse a low client FPS with network delay.

If you run the server

  1. Check the actual server location and route from two independent networks; compare timings at the same hour.
  2. Correlate player reports with server MSPT and CPU, but do not treat high MSPT as proof of internet latency.
  3. If packet loss is suspected, investigate the provider route or DDoS mitigation path; avoid changing simulation-distance as the first response.
  4. If only players on one proxy/backend path are affected, isolate that hop and compare network logs.

Verify the result: A meaningful fix reduces network round-trip time or packet loss without masking an overloaded server tick loop.

References

Use the documentation for the exact software and release you run. These sources support the settings or diagnostic behavior used in this fix.

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