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

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
pingcan 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/pathpingoutput (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