Hytale Lag and High Ping Fix (Client + Server)

Fix Hytale lag, rubberbanding, and high ping with client-side network fixes (QUIC adapter settings) and server-side performance tuning (view distance, RAM, CPU, UDP/5520 firewall).

TL;DR quick checklist

  • If it only happens on one server: it’s usually distance, server load, or server settings.
  • If it happens on every server: it’s usually your network, Wi‑Fi packet loss, or Windows adapter settings (QUIC).

Step 1: Is it network lag or FPS?

Network lag / high ping symptoms

  • Rubberbanding (you snap back), delayed actions, delayed block placement, “teleporting” players
  • World takes ages to load or times out

FPS / performance symptoms

  • Your camera feels choppy but other players are smooth
  • Inputs feel “laggy” visually, but you don’t rubberband

✅ If you’re rubberbanding, treat it as network/server lag first.


Step 2: Quick fixes for players (do these first)

  1. Use Ethernet if you can (Wi‑Fi packet loss looks like ping spikes).
  2. Pause anything heavy: cloud sync, Steam downloads, Windows Update, streaming.
  3. Restart your router/modem (power off for 30 seconds).
  4. Disable VPNs and “gaming boosters” while testing.
  5. Try a server in a closer region.

Hytale Server List


Step 3: Client-side diagnostics (optional but useful)

Run these from Command Prompt while connected (or right after a spike):

ping -n 50 <server-ip>
tracert <server-ip>
pathping <server-ip>

Notes:

  • Some hosts block ICMP so ping can fail or show weird results.
  • If you see packet loss on your first hop (your router), it’s your local network.

Server-side fixes (for server owners)

Step 5: Make sure networking is correct (UDP / port 5520)

Hytale servers use QUIC over UDP. The default listen address is usually 0.0.0.0:5520.

If you’re hosting behind a router or firewall:

  • Forward/allow UDP 5520 (or your custom port)
  • Do not assume TCP forwarding helps here

Windows Firewall rule (example)

New-NetFirewallRule -DisplayName "Hytale Server" -Direction Inbound -Protocol UDP -LocalPort 5520 -Action Allow

Step 6: Fix “server lag” that feels like high ping

Even if a player’s ping looks normal, an overloaded server can cause rubberbanding and delayed actions.

6.1 The biggest lever: view distance

View distance is usually the #1 driver of server RAM usage and overall load.
If you’re getting spikes:

  • Lower view distance first
  • Reduce entity density if your world/mods add lots of entities/NPCs
  • Avoid many players exploring in different directions simultaneously on small hardware

6.2 Watch for memory pressure and garbage collection

Symptoms of memory pressure often look like:

  • CPU spikes (GC churn)
  • Increasing rubberbanding over time
  • Longer world load times

Practical approach:

  • Set a sensible JVM heap (e.g. -Xmx) and leave headroom for the OS
  • Monitor RAM/CPU during peak players
  • If you’re swapping/pagefile thrashing, performance will fall off a cliff

6.3 Don’t edit live config

If your server rewrites configs or reads them only at startup:

  • Stop the server before editing
  • Apply changes, then restart cleanly
  • Verify changes took effect after boot

Step 7: Mods/plugins can cause spikes

If you’re running mods or plugins:

  • Test once with mods/plugins removed
  • Re-add them one at a time to find the culprit
  • Keep an eye on anything that spawns lots of entities or runs frequent tick logic

Step 8: Restart strategy (when lag increases over time)

If performance degrades slowly:

  • Schedule restarts during low traffic
  • Track whether spikes correlate with backups, world-gen, or peak concurrency
  • Check logs around the spike times

What to collect (so you can solve it fast)

For players

  • Your location + server region
  • tracert / pathping output (if possible)
  • Whether Ethernet vs Wi‑Fi changes it
  • Whether a USB Ethernet dongle fixes it (strong QUIC/adapter clue)

For server owners / hosts

  • Server bind/port config
  • Player count during spikes
  • CPU %, RAM usage, disk I/O, and whether the machine is swapping
  • View distance and any entity-heavy settings/mods
  • Relevant log snippet around the spike window

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