so at 90 players, we got 8.9 tps, which is quite under the usual 10 - 12 tps. i think we should make an effort to fix this a little bit?
We used /settps 20.0 now, hope that fixed it. Jokes aside this is unfortunately no easy process especially on modern server implementations (Mojang adds more and more stuff that obviously slows things down). Everything is already well optimized, we're using powerful hardware, an optimized server implementation, optimized plugins and optimized limitations/settings. To put this into perspective all server specific features/our code that's spread across over 100+ plugins running on the server all the time only make up a single-digit percentage of tick time. The provided server implementation from the multi billion dollar company behind the game - even when heavily optimized - is simply not scalable enough to realistically support that many players. What we can do to improve the performance is limit/change/disable things however that'll obviously also affect the gameplay experience so it's always a fine line. There are at least some good news though: The replacement for the third-party plugin that has been causing a lot of unnecessary server load when it comes to chunk loading/unloading and memory usage is pretty much ready and just needs to be tested more. We are planning to replace the water checking logic of crops in the server implementation for better performance. We are experimenting around with a different server structure approach that might get applied to the network at some point if it's stable enough and if we can safely convert all the data.
thanks for responding! hopefully this server structure approach will work when it's stable im sure it'll bring some people from survival over to try eco.