Direct answer
High ping measures network round-trip delay; high MSPT/low TPS indicates the server is slow to process game ticks. Players can experience either or both. Check them separately before changing server performance settings.
How to check it
- When a player reports rubber-banding, note whether it affects one player/region or nearly everyone.
- On Paper or a compatible platform with spark, check
/spark healthfor server health and/spark pingfor player connection latency. - If TPS remains near normal and MSPT is low but one player has high ping, investigate their route/Wi-Fi, region and packet loss. If MSPT spikes for many players, profile server tick work with
/spark profiler startand/spark profiler stop.
/spark health
/spark ping
/spark profiler start
/spark profiler stopWhat to change
For a network problem, troubleshoot Wi-Fi, routing, ISP congestion, proxy location and packet loss. For server tick lag, identify slow plugins, entities, chunk generation or machine contention from the profile. Do not “fix” high ping by blindly lowering entity activation distances, or “fix” low TPS by changing DNS alone.
If only one network segment is affected, compare direct/proxy routes and packet loss before moving hosting providers.
Software and version notes
spark’s official command reference documents health, ping and profiling commands. On Velocity the spark command alias differs (/sparkv); the Paper TPS/MSPT diagnosis does not automatically describe proxy-only latency.
Verify the result
Repeat the same client/network test after changes. Verify player ping/packet loss for network fixes and MSPT, TPS and profile hotspots for tick fixes. Measure both when a proxy and server are involved.