Minecraft Chunk Loading Visualizer
Understand how Minecraft loads chunks around a player. Set your simulation and view distances and see an overhead color-coded map of chunk ticket types.
Entity-ticking radius (chunks)
Client render distance (chunks)
Block coordinate
Block coordinate
441
Entity-Ticking
184
Lazy-Loaded
104
Border
729
Total Loaded
Overhead view — each cell = 1 chunk (16×16 blocks). Grid shows ±14 chunks from player.
Player at block (0, 0) = chunk (0, 0)
Chunk Ticket Types
Entity-Ticking (Level 31)
Controlled by simulation-distance. All entities, block entities, and random ticks are processed. Mob spawning and despawning happen here.
Lazy-Loaded (Level 32)
Within view distance but outside simulation distance. Chunks are loaded and visible but entities don't tick. Plants and crops do not grow here.
Border (Level 33)
One chunk ring outside the view distance. Loaded to prevent lighting artifacts at chunk boundaries. No entity or block ticking occurs.
Inaccessible (Level 34+)
Technically referenced for data propagation, but not accessible to players. Used internally by the chunk ticket system.
Server Performance Tips
- Simulation distance has the largest impact on TPS — lower it first when the server lags.
- View distance can usually be set higher than simulation distance with low overhead.
- Paper/Purpur let you set these independently; Vanilla links them to a single
view-distance. - Each additional chunk ring roughly adds a square border worth of entity load (~4 × 2r + 4 chunks).
- Simulation dist 6–8 is a good balance for most survival servers (10 default is high).
- Use
/mspt(Paper) to watch milliseconds-per-tick in real time.