View Distance vs Simulation Distance: Safe Starting Values for Paper

Paper exposes view-distance and simulation-distance separately, which makes them one of the safest first levers for performance tuning. This guide explains what each setting changes and which starting values are sensible.

Performance
setupmc.com Team

Need a cleaner baseline?

Generate a Compose setup before you keep patching by hand

If you are still refining the server baseline, use the configurator to create a cleaner Docker Compose setup and then return to the guides for the next issue.

Open configurator

Why these two settings matter

Paper separates two concerns that many admins mix together:

  • what the client can receive from the server
  • what the server actively simulates and ticks

That is why view-distance and simulation-distance are not the same knob.

What Paper says

Paper documents:

  • view-distance as the amount of world data the server sends the client
  • simulation-distance as the maximum distance where living entities are updated by the server

That distinction is operationally important. If your problem is heavy entity ticking or active game logic, simulation-distance usually matters more than view-distance.

Safe starting values

For many small servers, these are reasonable starting points:

SettingConservative baseline
view-distance8 to 10
simulation-distance4 to 6

This is not a universal recipe. It is a safe baseline that keeps gameplay acceptable while avoiding very aggressive simulation on modest hardware.

When to lower simulation-distance first

Start here if:

  • villagers or mobs dominate tick time
  • farms are heavy
  • bases with many entities cause lag
  • Spark points to server-side activity rather than pure network or chunk send cost

Example:

view-distance=10
simulation-distance=5

This often preserves the feel of the world better than cutting both values harshly.

When to lower view-distance as well

Lower view-distance if:

  • exploration or wide terrain visibility is expensive
  • player count is rising
  • the server is spending too much effort sending chunk data

A practical second step:

view-distance=8
simulation-distance=5

How to test changes correctly

Do not tune these settings on an empty server and call it done.

Use this sequence:

  1. capture a baseline with Spark
  2. change one setting
  3. reproduce the same load
  4. compare the result

This is what prevents placebo tuning.

What not to do

Do not slash both to the minimum immediately

Yes, that may reduce lag. It may also create a worse player experience than necessary and hide the real bottleneck.

Do not use them as a substitute for profiling

These settings are safe first levers, not a substitute for understanding your workload.

FAQ

Can I keep a higher view-distance and a lower simulation-distance?

Yes, and that is often the more balanced choice for survival servers where visibility matters more than fully active distant entities.

What if changing these values barely helps?

Then your bottleneck is probably elsewhere: plugins, chunk generation, hardware limits, or another active subsystem.

Next steps

Frequently asked questions

Short answers to the questions that usually come up while working through this topic.