Im getting major lag spikes in certain areas on my server especially near spawn and my house,
the issue seem to occur after friends bred quite a lot of chickens making the game barely playable when I went to check the resource usage in task manger it appears the dedicated server tool uses barely and of the available CPU or ram, I have an i7 3770 with hyper threading enabled and 32 gb of 1600mhz ddr 3 ram.
the server hardly uses any more than 200mb of the 32 gb ram and doesn't even scale correctly across the 4 cores or 4 threads, this leads to extreme lag and I was under the impression that bedrock was multi threaded.
its acting like there is a resource cap.
the other issues I find are the lack of support for upnp, which if it existed would make my life easier especially when I reset my router and forget to re enable port forwarding, since its a painful headache, due to the servers lan ip changing after the reset.
also a native method of joining the server from consoles since I'm getting tired of having to use work around methods and tools just to join from my switch and I cant join friends servers on my Xbox due to lack of native connection methods which I fund extremally frustrating
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Hi Edward,
When you talk about lag spikes what exactly are you seeing on your server in these areas? While Bedrock is indeed multi-threaded it isn't a silver bullet so to speak. Some thread just have to complete before others can continue. The areas where you are experiencing lag, are they where the chickens are?
I have a massive guardian farm that, even when I accidentally leave it running too long, it seems to cause FPS drops for me, but others in the area don't seem too affected.
Joining servers from Console has been something Mojang has addressed in the past, unfortunately it is a requirement of the different platform owners (such as Sony and Nintendo) that the custom server options be stripped out of the code before it can go through their approval process. As such there is nothing Mojang can do in that space.
Ionic
Hi Edward,
When you talk about lag spikes what exactly are you seeing on your server in these areas? While Bedrock is indeed multi-threaded it isn't a silver bullet so to speak. Some thread just have to complete before others can continue. The areas where you are experiencing lag, are they where the chickens are?
I have a massive guardian farm that, even when I accidentally leave it running too long, it seems to cause FPS drops for me, but others in the area don't seem too affected.
Joining servers from Console has been something Mojang has addressed in the past, unfortunately it is a requirement of the different platform owners (such as Sony and Nintendo) that the custom server options be stripped out of the code before it can go through their approval process. As such there is nothing Mojang can do in that space.
Ionic
Hi Edward,
When you talk about lag spikes what exactly are you seeing on your server in these areas? While Bedrock is indeed multi-threaded it isn't a silver bullet so to speak. Some thread just have to complete before others can continue. The areas where you are experiencing lag, are they where the chickens are?
I have a massive guardian farm that, even when I accidentally leave it running too long, it seems to cause FPS drops for me, but others in the area don't seem too affected.
Joining servers from Console has been something Mojang has addressed in the past, unfortunately it is a requirement of the different platform owners (such as Sony and Nintendo) that the custom server options be stripped out of the code before it can go through their approval process. As such there is nothing Mojang can do in that space.
Ionic
So, I wonder now if this is related to mobs not despawning. Currently when my server starts stuttering, I kill all hostile mobs. That usually helps, although there have been a couple instances where it server still lags.
I was pretty amazed when I saw how many mobs were being built up.
So, I wonder now if this is related to mobs not despawning. Currently when my server starts stuttering, I kill all hostile mobs. That usually helps, although there have been a couple instances where it server still lags.
I was pretty amazed when I saw how many mobs were being built up.
Thank you everyone for your participation on this report.
Based off the description and the discussion following I'm going to close this one off as it currently doesn't appear to be related to a bug but rather just the general performance of BDS. Please also know BDS-2574 is tracking significant performance issues on Linux.
On the issue of lag, its important to note Bedrock Dedicated Server, while multi-threaded, only spins off additional threads for some workloads. The main game loop is still single threaded meaning that on a server with a low single-core performance your server is going to be able to handle far less players than something with a higher single-core capabilities.
Additionally, because of this you will never see a CPU at 100% when lag begins to set in.
Its important to note there is a significant difference between client lag (600 chickens in a 1x1 square causing FPS to drop in the area - server is fine) and server lag (slow/jittery entity movement, action lag - client is fine).
Issues caused by server lag because of high resource utilisation do not warrant a bug report on their own, as the issues are purely resource constraint based and general performance improvements, while important, are not tracked as a bug.
However if we're able to produce a scenario in which we can cause unreasonable server lag (for example standing a cow on a trapdoor causes 100% CPU utilization) please feel free to raise a new report with steps to reproduce.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki
Thank you everyone for your participation on this report.
Based off the description and the discussion following I'm going to close this one off as it currently doesn't appear to be related to a bug but rather just the general performance of BDS. Please also know BDS-2574 is tracking significant performance issues on Linux.
On the issue of lag, its important to note Bedrock Dedicated Server, while multi-threaded, only spins off additional threads for some workloads. The main game loop is still single threaded meaning that on a server with a low single-core performance your server is going to be able to handle far less players than something with a higher single-core capabilities.
Additionally, because of this you will never see a CPU at 100% when lag begins to set in.
Its important to note there is a significant difference between client lag (600 chickens in a 1x1 square causing FPS to drop in the area - server is fine) and server lag (slow/jittery entity movement, action lag - client is fine).
Issues caused by server lag because of high resource utilisation do not warrant a bug report on their own, as the issues are purely resource constraint based and general performance improvements, while important, are not tracked as a bug.
However if we're able to produce a scenario in which we can cause unreasonable server lag (for example standing a cow on a trapdoor causes 100% CPU utilization) please feel free to raise a new report with steps to reproduce.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki
Thank you everyone for your participation on this report.
Based off the description and the discussion following I'm going to close this one off as it currently doesn't appear to be related to a bug but rather just the general performance of BDS. Please also know BDS-2574 is tracking significant performance issues on Linux.
On the issue of lag, its important to note Bedrock Dedicated Server, while multi-threaded, only spins off additional threads for some workloads. The main game loop is still single threaded meaning that on a server with a low single-core performance your server is going to be able to handle far less players than something with a higher single-core capabilities.
Additionally, because of this you will never see a CPU at 100% when lag begins to set in.
Its important to note there is a significant difference between client lag (600 chickens in a 1x1 square causing FPS to drop in the area - server is fine) and server lag (slow/jittery entity movement, action lag - client is fine).
Issues caused by server lag because of high resource utilisation do not warrant a bug report on their own, as the issues are purely resource constraint based and general performance improvements, while important, are not tracked as a bug.
However if we're able to produce a scenario in which we can cause unreasonable server lag (for example standing a cow on a trapdoor causes 100% CPU utilization) please feel free to raise a new report with steps to reproduce.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki