A 1.7 world was created for a Fresh server, with 5GB of RAM and a player slot availability of 100 (set by the host).
After a fresh server start the server seems to hold up fine for the first 30 minutes but after 5-7 players start logging in or out, or are playing for a little while the server starts suffering from severe lag.
We'll notice that breaking blocks and using chests is very delayed and laggy. Any attempts to ride horses is an utter failure from being stopped for a few minutes to wait for the server to catch up again.
Information I think that is beyond our control, Will probably need a fix from Mojang:
https://mojang.atlassian.net/browse/MC-39037
This is all of course without plugins as CraftBukkit is not updated yet.
Comments


The machine running the server has been checked over numerous times, restarted and tried a new map. There is another client on another server node who is also experiencing the same issues.
How long has the server been running with 15 active players and how often does the server restart?
With frequent restarts we've little to no problems at all. The errors I see tend to build up over a period of time, and are worse in some cases than others. Which these are I am unsure as I can't exactly be watching everyone at once.
Also, what kind of server interface do you use? Multicraft is the Server Panel my host provides, and that might have an affect to it...

The server has run for over 12 hours without any restart, and still no lag.
Your problem is most likely caused by the panel. I just run the server on my machine by either executing the .exe or the .jar.
What is the error that you see building up?

I get this error in console regularly. It shows up more often the longer the server runs and the more people that login or out or are online.
04.11 21:30:10 [Server] Server thread/WARN Can't keep up! Did the system time change, or is the server overloaded? Running 9450ms behind, skipping 189 tick(s)
We haven't gone past 15 players on the server yet and 15 is probably even a tad high of an estimate. Probably more like 12/13 active at a time, and there are at least 2 or 3 of us that are just standing around a lot not doing anything too.
But the ms and tick(s) vary widely.

A very common problem in 1.7... and nobody knows why it happens... Does one of your players have bad internet? If yes, if he logs out, does the lag still exist?
It might be the problem that probably just one player can lag out the whole server because of his bad connection. That's just pure speculation though.

No we can have players with excellent connection online and still have the problem.
What stumps me, is we didn't have this issue at all when we were running a 1.6 map this didn't start happening until the 1.7 map

1.7 updated to a new network system (netty). At the moment, I have no idea what the problem is, but I'm gonna do some resarch.

Do share any findings plz? I've been trying to solve this for a two weeks or so...
Generated this world we're on with a snapshot, and even a new world didn't do it. :\

Hi, my friends and I keep having the same error on our server. We had no problems until version 1.6 came out. The main problem is when you're breaking a block, it takes a second it to go away and be able to be picked up. There was lag while placing and opening chests, but for some reason it went away after we used Chunkbuster on the server. I really don't know why it worked. However, the block lag still exists! Day and night both have this lag.
Now, if everyone on the server is in the Nether for, I dunno, 10 minutes, the lag goes away completely. There is no lag, whatsoever.
Some other topic with this similar problem says it has to do with the zombie pathfinding (it was changed in 1.6). Other people say it's the server's specs (I don't think that's the problem. The server ran with no problems before 1.6 and no it's acting up...the resources to run Minecraft couldn't have gone up that much). The only thing I know is that no one has a solution and it seems like no one really knows the cause.
We keep getting the same "WARNING! Can't keep up! Did the system time change, or is the server overloaded?" error.

@Nathaniel Wartsworth
I didn't have any problems running 1.6 servers even with 50+ plugins on my server with it's RAM.
It could possibly be that your server was overloaded with your plugins and the players? If the lag your experiencing is both day and night I wouldn't think that it was due to Zombie's having trouble in their path-findings and such.
The lag I am having with my server, is a vanilla world without Plugins due to unavailability at the moment, and it comes and goes in spurts. Sometimes it's fine for a few minutes, then it spikes really bad for a few minutes and sometimes hours at a time. So bad even that attempting to even ride a horse will freeze you up for a few minutes mid ride before you're able to move again.
I don't think you're problem with 1.6 is the same with 1.7's lag. I'd take a look at the memory your using on the server and such with the plugins on your 1.6 world(s).
Especially if you have any out-dated plugins. Those will cause a heavier draw on your server's resources than one that is updated for your version of CraftBukkit or whatever.

I tested it on a server which had bad lag, and afterwards it was just the map being buggy. A new map fixed the lag. But this only applied to this server. There might be other factors which make a server laggy, at this point I can't which what exactly.

At first my server host thought it was our map too, but being stubborn we tried everything else first.
When it came down to it, we tried a new map for an hour, still the same lag and with less players even for most of the testing period.
I was both frustrated and relieved with this as I didn't exactly want to have to rebuild the spawn I had put in on our original map.
I believe that the hosting service staff have some more ideas today to try. Otherwise, I guess we're just in waiting to hear from Mojang what they find out?
If I find a solution to our lag issues outside of a Bug-Fix from Mojang, I will be sure to share here what fixed it for me.

I can't seem to find the previous one(s), but there are very many reports of lag (esp video) in 1.7.x. It has been reported on just about every configuration you could imagine. A good few of the minecrafters on YouTube have also commented on it (sometimes in every video) including both the Mindcrack and ZipKrowd groups. I haven't seen any sort of official acknowledgement from the Mojangsters but the Mods on this bug list have tagged the bugs as confirmed repeatedly so there is that. Given the impact on gameplay (esp for survival and hardcore systems), I would hope the 1.7.3 patch (soon I hope) will address this, but, as is normal for any company, we don't get to see the bug list in advance for each version.
If there is a solution outside I think many of us would love to know it. I've tried everything from moving my local version into pure RAM (bonus of 24GB) as well as loading it into a massively oversized EC2 box from Amazon with the bug persisting in both.

@Zera Fox
We have no plug-ins on the server. There's a lot of caverns below where we made our village and we keep finding zombie spawners everywhere. I've had the same thought as well, but I can't find anything that really makes sense besides the zombies.
It's just really weird that pre-1.6, we were fine, then 1.6 and beyond it's been lagging (which like I said, should point to something to do with the update). Someone noticed something going crazy with our server ticks the other day, too, which should be related to the server calculating heavily. Chunkbuster says there's nothing wrong, as well (I really don't know how it helped the first time, but it did, lol).
If we fix this, I'll post something here and maybe it could help. I dunno.

Well it appears that the lag my server was suffering has stopped. At least for now anyway.. I am unsure what was done to stop it, my host made a "minor change" and I've asked them to disclose what that was so that I can share with you all...
But we've been lag free for the past 2 1/2 hrs with an average of 7/8 active players, and at this point the console would normally be flooded with the Lag Errors. 😃
I do hope whatever was done has solved it at least for the most part if not entirely. I plan to continue watching to keep an eye on it.
When I know more I will comment again with my findings/information for everyone.

Hmm it appears that our server console was set to read directly from the server log before hand, and the change my host did this last time was simply set it to read directly from the Java console instead.
I'm not seeing anymore, let alone constant Lag Errors and the players are reporting no instances of experiencing in lag since this was done. .
Perhaps looking into whether your server is reading from the server log or Java console would be a good idea.
I believe that it might be a struggle issue there with the server trying to handle everything atop of saving&reading the log file atop of everything else. Especially since 1.7 puts out so much more than previous versions so far?
This is just a speculation though, so don't quote me on it. ;P
Still watching to make sure our problem has stopped. Will have a relatively conclusive idea come tomorrow afternoon.

@Zera Fox
Can you contact your host and ask what specific changes they made please since I'm having the same issue, stuff like the flags they used etc Do they use Multicraft by any chance?
Thank you

My host does in fact use Multicraft.
I am not sure any of the details exactly or any of the specifics other than what I have listed above, but I will ask about the flags you have mentioned.
I am afraid they have gone for the day and I won't be able to get back with any answers until tomorrow. But I have asked for more details on the changes and will share what I get in return.

@Zera Fox
I myself use Multicraft you see and I'm wondering if we are experiencing the exact same issue.
Multicraft use .conf files to configure the specific jars. If you could ask them what steps they had taken that would be great and an copy of their .conf file would be great also! 🙂
Thank you

While my server is no longer suffering from random bouts of lag, I am noticing an error based on player Disconnections.
Here is what I have found and figured so far...
Excuse for the long post here...
I noticed a difference in the way players log out and one of them causes a Lag error to pop in console. Here is what I am seeing..
Player Disconnects with the X on the Minecraft Game:
05.11 21:53:00 [Disconnect] User VIther has disconnected, reason: TranslatableComponent{key='disconnect.genericReason', args=[Internal Exception: java.io.IOException: Connection reset by peer], siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null}}
Player Disconnects with the Quit Game button in the Minecraft Menu:
05.11 22:03:06 [Disconnect] User VIther has disconnected, reason: TextComponent{text='Disconnected', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null}}
The differences in these displays:
"TranslatableComponent{key='disconnect.genericReason', args=[Internal Exception: java.io.IOException: Connection reset by peer], siblings=[]"
"TextComponent{text='Disconnected', siblings=[]"
I watched Lag Spikes flare up when players logout with the X on their game client and not when they use the Disconnect Button in the Menu.
I had this particular player test it for me to be sure, and compared it to recent logout methods of other players who had quit the server and when a lag flared up.
05.11 21:56:40 [Server] Server thread/WARN Can't keep up! Did the system time change, or is the server overloaded? Running 11757ms behind, skipping 235 tick(s)
05.11 21:55:46 [Server] Server thread/WARN Can't keep up! Did the system time change, or is the server overloaded? Running 11808ms behind, skipping 236 tick(s)
05.11 21:55:17 [Server] Server thread/INFO SUPERxBlacky left the game
05.11 21:55:17 [Disconnect] User SUPERxBlacky has disconnected, reason: TranslatableComponent{key='disconnect.genericReason', args=[Internal Exception: io.netty.handler.timeout.ReadTimeoutException], siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null}}
This one appears to be a Netty issue though, and it did cause some lag to pop up, probably the worst I have seen so far to be honest.
@ Anthony Hamilton-Thompson
I am still waiting for details, but they said they'd be happy to provide them... Will post when I have those for you.

It turns out the host I am using has the wrong Processors to run a server anyway. On the Minecraft IRC chat I am told that my server is being run on a Desktop CPU and that it is more than likely the source of the lag we're experiencing...
Just a heads up for all you Home-Hosted Server Owners out there, it's probably your CPU can't handle it?
I am currently looking into switching Hosts at the moment that can provide my server with a proper CPU unit.

Most of your posted errors of disconnect are already in Mojira as far as I know.
Yes, the CPUs... maybe that's the main problem at the moment, maybe Netty can't handle non server-specific CPUs that good. Maybe someone can look into the code or knows any problems that Netty has.

Well considering that these were relating/triggering the error reports I was originally posted, posting them here was entirely valid.
But as far as the CPUs, it's very possible. The 1.6.4 world we were running had no troubles what-so-ever but the instant I threw on 1.7 it started.

I just googled about "netty cpu usage", and it was an issue in older versions of netty, possible that it's still a thing in version 4. There is a new version (4.0.11, MC uses 4.0.10 at the moment), but I don't really think that's gonna work.
Maybe the implementation of Netty into Minecraft could be better made, but as I am no dev, I have no idea, But one thing is sure: If most of the servers are not working corretly in 1.7, Mojang needs to find another way to make Network working properly

@Zero Fox
How often are you restarting your server?
@Galaxy_2Alex
I don't believe for a second it has to do with 'non-server-specific CPUs', The main difference between consumer CPU's and Server specific CPU's is usually multi-processor (not multi-core) support and maybe one or two extra capabilities.
The most logical thing to assume since this is the first release with netty code is that Minecraft haven't implemented it properly. It was introduced kinda late into the snapshots.

I've tested on both "server-specific" (Xeon) and gaming-level i7 processor with the same results.
I don't know if we can blame Netty specifically, there was a LOT of changes rolled into 1.7.x, it is up to the Mojang guys to identify and fix the specific issue on their side.

@ Anthony Hamilton-Thompson
I was restarting my server every 12 hours before...
I was forced to have it set to a minimum of every 5 hours restart, because it was just absolutely unbearable.
There was even a day or two where I had it restarting every 3 hrs or so because it would become unplayable at all..

@Zera Fox
Our server needs to be restarted every hour unfortunately. It's definitely something that cumulates over time.

I have the same issue, Tried running server on 2 boxes. Both are Windows Environments.
The 1st box was a dual core 3.6 GHZ with 4GB RAM. Server ran fine for about 2 days and then we started seeing severe CPU cycling with increased TPS. I moved the server to my I7 machine with 12GB. It ran noticeably better but after about 2 hours of running the same problem began to occur.
TPS seems to get bad around the time we hit 50% capacity on RAM. It is obviously worse when people are exploring and chunk generation is high. The problem is chunks and other garbage data doesn't unload from memory quick enough and the server gets behind after a while. I have had good luck using different JVM GC flags but it hasn't solved the problem. Only made it more manageable. We are restarting on average every 4 hours now.

I have switched to a Host with better offered Processors:
Xeon E3-1230v3
Xeon E3-1245v2
Xeon E3-1270v2
Xeon E3-1270v3
And even decreased my RAM as this host was slightly more expensive. I am now running on 4GB of ram, on a Linux based Operating System.
My server is no longer experiencing any of the lag it was before, even with more active players online than when the lag was making it unplayable on the previous Host.
I do believe that it was based on the Processor in my case. The reduction in RAM hasn't made any effect on my server but I do believe the better Processor(s) has.
Previous Host claims to have been running a very weak server Processor and not the i5 or i7 they had listed on their information page. So anyone attempting to run 1.7 on a non-server Processor (i5 or i7) I feel really bad for you.
I believe you will continue to suffer your continual lag problems due to the new coding and connection write of 1.7.
At this point all I can suggest is getting a better Processor for your server, and I strongly suggest avoiding running a 1.7 server on a home/desktop system.

@Zera Fox
This isn't resolved and has nothing to do with if someone is using a Xeon based server CPU or a i5/i7 CPU.
You said your host was misleading you claiming they were running a very weak processor and not the i5/i7 CPU's you thought they were running. Just because you've decided to throw more money by getting a faster CPU at the issue doesn't mean that it's 'resolved'. If me, you and all the others were running a bunch of RaspberryPi's as servers then I would understand what was going wrong but we aren't and everything before 1.7 was working fine except for the zombie path finding issue (which isn't 100% fixed as well).

@anthony
Did you perhaps think there isn't anything to resolve? That perhaps 1.7's new coding and rewrite now requires you to have a more powerful system? Simple as that?
This issue has been resolved FOR ME. I did not say that everyone is magically all better should they upgrade, now did I?
It was merely a suggestion as that is what resolved it for me.
And you misunderstood me. The i5/i7 happened to weaker than what they told me they were actually running.
So by the sounds of it, you're still hung up that an i5/i7 could run a 1.7 server with no trouble, should Mojang fix some kind of bug.
Which in case, if the previous host was infact running a more powerful processor than the i5/i7 and STILL could not handle it, I think you're pretty boned.
I never had an issue with the Zombie Pathfinding before 1.7 either, so again I have to start thinking that it's just your systems that are struggling to handle it.
Do us all a favor and don't come at me with your misunderstanding assumptions, cause all it's gonna do is start a flame-war.

@Zera Fox
I don't necessarily disagree with anything in what you say, but then the resolution would be to update the technical requirements / recommendations that are publicly listed for running a server, otherwise you are going to get people complaining that it doesn't work on their system sufficiently. They cannot just leave it as an implied requirement or point people to a ticket saying "it was discussed and we're just not changing it".
edit - as a general note from a long time software developer, "resolution" does not necessarily mean a technical change / fix. I.e. there are lots of resolved as duplicate issues. An update to documentation would also qualify as a resolution.

@ David
I completely agree that Mojang should(ve) updated the requirements for Hardware if that were the case, but keeping everything up-to-date and what-not can be both time consuming and difficult when you are unaware of such needs immediately.
Running my server, I often fall behind on writing updates for changes and things that occur, you can't expect them to be updated immediately all the time.
Lets look at all the other games we've seen, I'll use my long-time favorite World of Warcraft for this example...
Each release of Expansion has required players to update/upgrade their Hardware in order to play the game comfortably, especially once Mists of Pandaria released.
Updates/upgrades to games is inevitable, and requirements to Update the Hardware, even Software is bound to happen. It's how such things progress and evolve into something better.
If this did not occur, games would fall heavily out of date and then top getting better in many aspects.

@Zera Fox
I agree and understand that it can take time to update documentation, however the ticket should not be marked resolved (and thus closed) until that is complete. A note on the ticket that that is the planned resolution, and marking the ticket in progress (we're working on the docs) would be the standard workflow process.

@Zera
Go and look up what the difference is between a i5/i7 CPU and a Xeon based CPU before telling me I'm being misunderstanding.
Also, the zombie path finding bug was a serious one with 1.6 and is up in the top 10 of all bugs that need to be fixed. Dinnerbone has been working on the issue but it's not 100% fixed.
I accept that there have been a lot of under the hood changes for Minecraft, but the fact that there have been so many changes means that there are new bugs to be worked out. I won't accept this silly excuse that simply the hardware requirements have shot through the roof.

Okay, so I have looked up the comparison of the i5 and the lowest Xeon processor my Host is offering me....
Overall, looks my hosts LOWEST OFFERED Xeon FOR SERVERS is better off than any i7 (i5 at lower performance) FOR DESKTOPS.
So maybe you wanna look again at the differences before coming back at me and trying to turn it around?
In ANY case, a SERVER related Hardware is going to be BETTER than a DESKTOP/LAPTOP Hardware because it is Designed for handling such things as servers!
Now you wanna turn around tell me that your SINGLE PLAYER is experiencing this lag issue, FINE! But as far as a SERVER goes, obviously the SERVER Hardware is going to be better than your Desktop!
Besides that fact, Desktop hosted Servers are NOT intended to host Many players to begin with.. Unless your plan is to fry your machine!
So again... Step back off your soap box, and stop barking at me because you're pissed off your Desktop Hardware is crapping out compared to Server Hardware!
To be fair... I've compared those i7's to best SERVER CPU my host offers as well...
http://www.cpu-world.com/Compare/494/Intel_Core_i7_i7-4770K_vs_Intel_Xeon_E3-1270_v3.html
Sure you're not seeing a HUGE difference in these comparisons.. So lets make a few things clear about that last comparison, shall we?
Turbo Frequency (MHz) is higher on the Server Hardware.
Turbo Boost makes your computer faster when it needs it...
Unlocked multiplier, while the i7 has it, the Xeon in this example doesn't it...
Xeon already "over clocks" as needed, not putting any strain on the CPU that doesn't need to be there at any given time.
Xeon runs a PCIe 3.0, the i7 a PCIe..
PCIe 3.0 features a number of interface architecture improvements, but communicates at the same interface speeds used in PCIe 2.0. PCIe 3.0 achieves twice the communication speeds of PCIe 2.0 through various architecture and protocol management improvements.
The Xeons my host runs also uses 2 DIMMs per channel on their CPU...
DIMMs have separate contacts on each side of the board, which provides twice as much data as a single SIMM.
The command address and control signals are buffered on the DIMMs. With heavy memory requirements, this will reduce the loading effort of the memory.
(I could find nothing on the i7 of whether it uses DIMMs or SIMMs)

facepalm
Firstly, that link you gave me was a technical specs comparison of a Xeon CPU from last year and compared it to a i7 CPU from 2 years ago. Look up some benchmarks and wake up.
Also, here are the specific differences between a normal consumer CPU and a server orientated CPU:
Xeon based CPU's go through more vigorous testing to make sure they last in server environments i.e. temperatures, 24/7 use, longevity etc.
Xeon based CPU's have consumer counter parts which are identical in performance but lack features like ECC, support more RAM (upto 96GB and some more), multi-processor motherboards i.e. motherboards with more than 1 CPU socket and in the the newer Xeon's case an extra QPI link.
The issue I have which you are still not getting is that just because you are using a Xeon based CPU doesn't mean the issue is magically fixed as these CPU's other than what I've pointed out above you are no different, and by no different, I mean no different to the i7 version of it's counter part and not that stupid comparison link you showed me which compared a second generation i7 (Sandy Bridge CPU) to a third generation (Ivybridge) CPU.
Just because I'm running a desktop based CPU (which has nothing to do with this entire issue at all) doesn't fix the issue. All you've done is that you've put in a faster CPU compared to your old one and made the issue less apparent.

The issue has gone away. It is not happening ANY MORE. That is the part I've been getting at...
And as far as your facepalm there.. No where did you say exactly what Processor you were using, now did you?
Yes in laziness I did not go and look for the "most up-to-date" of Processors, because it's quite simply not my job to do so.
You fail to see the point that anything designed specifically for handling such loads is going to be better suited than something that is not.
Direct Counter Part or not. It is still designed for a Desktop/Home Computer load, than dealing with Many Players + Any Plugins/Mods you have on that server of yours.
What has me gritting my teeth here, is the FACT that you are barking at me that the issue "is not resolved". I never said that whatever issue this is, IS resolved, now did I?
All I stated was that FOR ME, this upgrade worked!
So again.... Back the fuck off, and learn to read carefully before you decide to jump at me!
It is NOT my fault that My Choice to Upgrade to a Better Processor for my Server fixed MY issue, and NOT YOURS.

Yet you still don't understand what the hell you are talking about, don't worry, I'll open up a new bug report where I hope find someone with more intelligence than a 1 month old monkey.

Whatever floats your damn boat at this point...
You need to wake the fuck up and learn to READ shit before you get your panties in a damn bunch and attack people attempting to report THEIR resolutions for a problem THEY were experiencing!
It's starting to become clear now why people don't bother to share their "fix" with the public, for people like you who get all hot-headed and pissed the fuck off because you want a damn magical fix just for you!

No, the reason people don't share things is because 99% of the bullshit on here is filed by idiots who don't know anything.

Right... And here you're limiting the WHOLE OF THE INTERNET to just this tiny little section of it...
Yup..
Well you keep on, doing whatever it is you do... I'm sure it will get real far...

Go find me a person with decent knowledge of computers and servers and get them to tell me I'm completely wrong and your right, please.

Ok, folks... I think we're letting this personal pissing match detract from the real issue. The issue, by the way, that I am also experiencing on a server I administer, which is running a Quad-core Xeon processor, with 16GB of RAM. The point is: every once in a while, the 1.7.2 MC Server process spikes the CPU to 100%, introduces major lag, and sometimes won't even let new players log in. At this point, I usually just restart the server process, and it usually clears it up for a little while. (Though, one time, it immediately got laggy again).
I've seen this happen with 15 players online. I never had this problem with 1.6.4 Bukkit, even loaded to the teeth with plugins on the same server.
There is something amiss. Unfortunately, since all the code is obfuscated, I don't have the inclination to try to reverse-engineer it to figure out what's wrong.

You know what... You just fail...
You're completely missing my ORIGINAL POINT regardless...
Whether or NOT your Processor is "identical" to my Server host's Processor is irrelevant at this point.
Because what started this WHOLE FUCKING THING, is your attack on me for stating what I FOUND TO WORK FOR ME!
I never stated that an upgrade what NEEDED FOR YOU or ANYONE else. Don't get bent out of shape because MY PROBLEM is gone, and yours is not. It is no reason to come attack me because I've found MY solution.

@Pat
Hey there,
Having the exact same issue, it's definitely a cumulative issue because CPU usage is normal (between 10-25%) but starts to increase over an hour to the point there is major block lag. TPS goes from 20 at the beginning of a server restart to about 7-8 near the end of the hour so it's definitely a build up some where.
It's similar to a memory leak issue where the process will grow and grow until it gets out of control.
I'm running a dedicated server with this server instance only running (had to shut down other servers to free up resources and eliminate the possibility of just running too many servers).
I'm running a complete Vanilla setup and allocated 2GB, 4GB, 6GB, 8GB and 10GB (current) to see if these allocations were effecting the issue but they are not.
I've also ran the Java GC in debug mode to report how fast it's cleaning the memory and it's running as it should be.
At first I thought it could be an entity issue on the map where something was loading a ton of entities (like 200+) but I've used region fixer and scan for entities greater than 50 in chunks and found nothing.
The closest I've been able to figure out about the lag issue is that I don't believe it was there in the early 1.7 snapshots since I run a snapshot server as well, and if that's the case the only major things they've added since adding the new biomes is the netty codebase which was added late into the snapshot cycle.

@Tony,
There's a similar ticket that is still open, MC-38160.
I think I'm going to take my data over to that one, since this ticket is closed, and I don't want to feed the trolls.

Zera you are the complete definition of ignorance.
Congratulations.

Is anyone home hosting and having this problem?

@Galaxy
Yeah, I've tried running on my home server, still issues when me and my 2 brothers play. But avoid this topic as it's already been closed.

MC-38160 is the same issue, but it's not closed.
Did you try a new map?

Galaxy, I've been posting in that specific thread you've linked, and yes, it's a fresh 2 week map. 😛
I am running a server for about a max of 30 players with 2GB of RAM. The server is running on an 'Amplified' world generation. Even with 15 active players online we are having no issues. The problem is most likely not caused by Minecraft but by the machine running the server (or it's internet connection).