Guides / Server & Performance

server.properties: the settings that change performance, and the ones that do nothing

view-distance and simulation-distance are not the same lever, and one of them is where your TPS goes. What each setting actually costs, with sensible values.

Most server.properties tuning advice is copied between forums without anyone saying what each line costs. Here is what actually moves the needle.

view-distance vs simulation-distance

These are the two most misunderstood settings, and separating them is the single biggest win available.

  • view-distance — how many chunks are sent to the client. Costs bandwidth and

memory. Players see further.

  • simulation-distance — how many chunks are ticked: mobs, redstone, crops,

hoppers. Costs CPU. This is where TPS goes.

They used to be one setting, which is why old guides say "lower view-distance for performance". The modern answer is:

view-distance=10
simulation-distance=6

Players still see 10 chunks out, but the server only simulates 6. Farms outside the simulation radius stop, which is a feature for lag and a problem for AFK farms — pick knowingly.

Settings that cost real CPU

SettingDefaultNote
simulation-distance10the main lever; 6–8 on a busy server
entity-broadcast-range-percentage100drop to 50 to halve entity packet volume
max-tick-time60000the watchdog; never disable it to hide lag
sync-chunk-writestruefalse is much faster on spinning disks, slightly riskier
network-compression-threshold256set -1 on a LAN, raise to 512 for a busy public server

Settings that do nothing for performance

  • max-players — reserving fewer slots does not make the server faster. Load comes

from players actually online.

  • spawn-protection — a permissions radius, not a performance setting.
  • view-distance alone — lowering it without touching simulation-distance mostly

saves bandwidth, not TPS.

The security-relevant ones

  • online-mode=true — verifies accounts against Mojang. Setting it false on a

public server means anyone can connect as any username. Only ever false behind a proxy that does the verification itself.

  • enforce-secure-profile — controls signed chat. Turning it off is common on

modded servers and is not itself a security hole.

  • white-list + enforce-whitelist — the second one is what kicks non-listed

players already connected. Setting only the first is the usual mistake.

MOTD

motd accepts section-sign colour codes, and the modern approach for a Paper server is MiniMessage formatting rather than raw § codes. Two lines are allowed — the split point is a literal \n in the properties file.

Keep it short. The server list truncates aggressively, and a long MOTD reads as spam.

Generate a valid properties file for your player count and hardware, and design the MOTD with a live preview, in the Server Setup Tools.

Open the Server Setup Tools →

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