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
- Test the same teleport destination twice: first when cold/unloaded, again after it is loaded.
- Collect spark timing around the teleport and note disk read, generation or plugin event costs.
- Inspect destination chunk tickets, view distance and teleport plugins before changing Paper settings.
What to change
- Pre-generate common warp, spawn and event destinations with Chunky where appropriate.
- Avoid large simultaneous mass teleports to new terrain; stagger events if server capacity is limited.
- 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.