Direct answer

The setting can reduce burst network delivery when many players join or teleport, but reducing it too much makes terrain arrive visibly slower.

How to check it

  1. Check TPS and MSPT while multiple players join a pre-generated area.
  2. Compare sent bandwidth and player-visible chunk delay across different client connections.
  3. Find chunk-loading-basic.player-max-chunk-send-rate in config/paper-global.yml.

What to change

chunk-loading-basic:
  player-max-chunk-send-rate: 75.0
  1. Back up the config and preserve the current rate.
  2. Try a small change only if chunk send bursts are a confirmed bottleneck, then restart and repeat the join test.
  3. Check adjacent player-max-chunk-load-rate and player-max-chunk-generate-rate only if the issue is in those stages.

Software and version notes

Compatibility and safety

Paper documents this as a per-player chunk-per-second limit, with -1 removing the limit. It should not be confused with simulation distance or chunk worker thread count.

Verify the result

Check chunk delivery speed and bandwidth at a similar player concurrency level; undo the change if clients wait longer without a measurable server improvement.

References