Performance
Minecraft view distance and simulation distance: the best values for your server
Two lines in server.properties decide how much of the world your server keeps in memory and how much of it keeps working. They are the first settings to look at when a server lags or runs out of memory, and the last ones players notice when they are set well.
This guide gives the values we recommend per player count, shows what the presets in the panel do, and explains how to set a different distance for the Nether or a lobby world on Paper.
In short
view-distance sets how many chunks around each player the server sends, and simulation-distance sets how many chunks around each player keep running. For most servers a view distance of 8 to 10 with a simulation distance of 5 to 6 works well. Change both under Performance in the Settings tab, save and restart. On Paper you can give each world its own values in spigot.yml.
What view distance and simulation distance do
| Line in server.properties | Panel label | What happens in that range | Minecraft default |
|---|---|---|---|
view-distance | View distance (chunks) | Chunks are loaded, kept in memory and sent to the player so they can see them | 10 |
simulation-distance | Simulation distance (chunks) | Mobs move and spawn, crops grow, furnaces smelt, redstone and hoppers run | 10 |
Both count in chunks of 16 by 16 blocks, measured from the chunk the player stands in. A view distance of 10 lets a player see about 160 blocks in every direction.
Chunks outside the simulation distance but inside the view distance are frozen. Players see them, but nothing moves there. A farm 120 blocks away stops working with a simulation distance of 6, and starts again when a player walks closer.
What each distance costs in RAM and CPU
The number of chunks grows with the square of the distance. Going from 6 to 12 chunks means close to four times as many chunks per player.
| Setting | Main cost | Going from 8 to 10 |
|---|---|---|
view-distance | Memory, network traffic and disk reads when players move | About half again as many loaded chunks per player |
simulation-distance | Processor time on every tick | About half again as many chunks to tick, with all their mobs and machines |
Players who stand close together share chunks, so ten players in one base cost far less than ten players spread over the map. Explorers who fly in different directions are the expensive case, which is why pre-generating the world helps.
Memory is covered per player in how much RAM a Minecraft server needs. Processor time shows as TPS: when the server cannot finish 20 ticks per second, a lower simulation distance is the quickest fix.
Recommended view distance and simulation distance by player count
These are starting points for a Paper or vanilla server on the normal game. Modpacks are heavier per chunk, so use the row below your player count there.
| Players online at once | view-distance | simulation-distance |
|---|---|---|
| 1 to 5 | 12 | 8 |
| 6 to 15 | 10 | 6 |
| 16 to 30 | 8 | 5 |
| 31 to 60 | 7 | 4 |
| More than 60 | 6 | 4 |
Keep the simulation distance at or below the view distance. A higher simulation distance than view distance means the server runs land that no player can see.
Change one value at a time, then watch a busy evening. If the TPS stays at 20 and the memory graph has room, you can go one step up.
How to change view distance in the control panel
- Open the Settings tab of your server.
- Go to the Performance group under Server settings, or search for "distance".
- Enter a number in View distance (chunks) and Simulation distance (chunks). The form accepts 2 to 32.
- Press Save changes.
- Restart the server, because Minecraft reads these lines only when it starts.
If the simulation distance is higher than the view distance, the form shows a warning that it is higher than the view distance.
The Performance profile card
Above the settings, the Performance profile card has three buttons. Each one fills in a few fields at once; nothing is saved until you press Save changes.
| Profile | View distance | Simulation distance | Entity range (%) |
|---|---|---|---|
| Safe | 6 | 4 | 70 |
| Balanced | 10 | 8 | 100 |
| Performance | 14 | 10 | 120 |
The card also gives a view distance ceiling for your memory: 8 chunks below 4 GB, 10 chunks below 8 GB and 14 chunks from 8 GB up.
Per-world view distance on Paper
server.properties sets one value for every world. Paper, Purpur and Spigot read spigot.yml as well, and there you can override the distances per world. The default section applies to all worlds; a section with the folder name of a world applies to that world only.
world-settings:
default:
view-distance: default
simulation-distance: default
world_nether:
view-distance: 6
simulation-distance: 4
world_the_end:
view-distance: 8
simulation-distance: 4defaultas the value means: use the number fromserver.properties.- The world names are the folder names, such as
world_nether. Worlds made by a plugin use their own folder name. - Open
spigot.ymlin the top folder in the Files tab, edit, save and restart.
Good uses: a lower distance in the Nether, where the ceiling blocks the view anyway; a short distance in a lobby or minigame world; a longer view in a creative world where nothing needs to be simulated.
YAML uses spaces, never tabs. Keep the indent of two spaces per level, or the file fails to load and the console shows an error at start.
Entity range: how far players see mobs
Players also see mobs, items and other players only within a range. Entity range (%) in the panel, entity-broadcast-range-percentage in the file, scales that range. 100 is the normal range, 50 is half.
A lower value saves network traffic and some processor time on a server with many mobs. It does not change what is simulated; mobs out of sight still move. On busy servers, 70 to 80 is a common choice, and most players do not notice.
Players with a shorter render distance
The client sends its own render distance to the server. When a player's render distance is lower than your view-distance, the server sends that player fewer chunks, which saves work for both sides.
A player with a render distance higher than yours still sees only up to your view-distance. A higher render distance in their own settings changes nothing on your server. The simulation distance setting in the client only matters in single player.
View distance on a Bedrock server
The official Bedrock server has its own pair of lines in its server.properties:
| Line | What it does | Bedrock default |
|---|---|---|
view-distance | How far players can see, in chunks | 32 |
tick-distance | How far from players the world is simulated, from 4 to 12 chunks | 4 |
On Bedrock, lowering view-distance to 10 to 16 is the main saving, since the simulated area is already small. On a Java server with Geyser for crossplay, the Java values above apply to Bedrock players too.
Questions from Minecraft server owners
What is a good view distance for a Minecraft server?
8 to 10 chunks for most servers. Go to 12 for a handful of friends, and down to 6 or 7 for 30 players or more.
What is a good simulation distance for a Minecraft server?
5 or 6. Farms within about 80 to 100 blocks of a player keep running, and the server does far less work than at the default of 10.
Does lowering view distance reduce lag?
It reduces memory use and the work of loading new chunks. Lag from too much happening per tick drops most with a lower simulation distance.
Why do my farms stop working on the server?
The farm is outside the simulation distance of every online player. Stand closer, or raise the simulation distance by one or two if the server has room for it.
Do I need to restart after changing view distance?
Yes. server.properties and spigot.yml are read when the server starts, so save and then restart.
Can I set a different view distance per world?
On Paper, Purpur and Spigot, yes: add a section with the world's folder name under world-settings in spigot.yml. Vanilla, Fabric and Forge use one value for all worlds.
Checked against the Settings tab of our control panel and Paper for Minecraft Java 26.2, October 2026. Written by the Cheapest Minecraft Hosting team, first published , updated .