Direct answer
A server may have healthy TPS while players wait for chunks to render. Check network transfer and client behavior before raising chunk limits.
How to check it
- Compare the view distance clients receive during stable TPS and MSPT.
- Use an already-generated area to isolate network delivery from terrain generation.
- Record concurrent joins, bandwidth utilization, and player reports from multiple networks.
What to change
chunk-loading-basic:
player-max-chunk-send-rate: 75.0 # documented example, verify build- Review
chunk-loading-basic.player-max-chunk-send-rateinconfig/paper-global.yml. - Change only the send rate if measured burst delivery is the problem; lowering it can smooth spikes but make terrain appear more slowly.
- If TPS falls while generating new areas, address generation instead of send-rate alone.
Software and version notes
Compatibility and safety
Paper documents send-rate as a per-player cap, in chunks per second; -1 disables that cap. This is not identical to simulation distance or the generation rate.
Verify the result
Compare terrain appearing around the same players and network conditions without degrading join speed or increasing lag.