Direct answer

A teleport to never-generated terrain can queue both generation and delivery; a teleport to a known location mainly loads and sends saved chunks.

How to check it

  1. Test the same teleport destination twice: first when cold/unloaded, again after it is loaded.
  2. Collect spark timing around the teleport and note disk read, generation or plugin event costs.
  3. Inspect destination chunk tickets, view distance and teleport plugins before changing Paper settings.

What to change

  1. Pre-generate common warp, spawn and event destinations with Chunky where appropriate.
  2. Avoid large simultaneous mass teleports to new terrain; stagger events if server capacity is limited.
  3. If a teleport plugin loads chunks synchronously, consult its supported asynchronous API/options rather than blindly raising chunk worker counts.

Software and version notes

Compatibility and safety

A teleport lag spike is not automatically a networking issue. Changes to chunk-loading caps and asynchronous teleport behavior depend on server software and plugin versions.

Verify the result

Repeat cold/warm teleports with similar player counts, comparing load time, spark results and visible player position consistency.

References