You might prob. remember when you played on laggy server and teleport to another player; world; etc, you momentarily get stuck in void. Slowly fall without taking damage until chunk loads in. Please help me replicate this. Could there be a plugin responsible for chunk lag? I have tried Netlimiter to increase ping but chunks load prior before can do anything.
The only way to increase server lag is to do something to the server itself. Downgrade it to crappier hardware, make it do a whole lot more stuff all at once, etc. Ping is simply a measure of how long it takes for the stuff the server is sending out to you to actually arrive at your location, which can vary by physical distance, internet "potholes" (a computer along the chain of computers leading to your computer might have been taken offline, causing your data to be routed a different and possibly longer way). It doesn't impact how fast a server can process its own load.
Additionally, in 1.15 Minecraft, worldgen and I think chunkloading were changed to more properly take advantage of multithreading and the result is that everything just happens faster.
Here I took a video of minecraft (1.7.10) it happened occasionally. This is a moded server and I just overloaded the chunk with crap. I tped home from ender and got stuck in void and still able to use items (you can also hear ambient sound). I am not able to replicate this because I don't know the source of this lag. Is it possible to go into appdata and forbid the world to load by force ( from client side)?
Nope. On a server, the data processing isn't done by your machine so a hefty server will always run fast even if your ping is high. Client-side data will always sync to the server state...so if the server is not having any problems keeping up you will find yourself "flash-forwarding" (converting to a future state) rather than "rubberbanding" (reverting to a past state). For example, you might find that you "instantly" die in PVP but from the server's point of view you were just standing still letting your opponent smack you for 2 minutes.
Try teleporting to a previously ungenerated area; even in my own highly optimized version based on 1.6.4 it still takes about 2 seconds for chunks to generate after teleporting with the render distance set to 16 (which loads 1089 chunks; teleportation is near-instant for previously generated areas, and when changing dimensions a loading screen is displayed either way so any falling effect isn't apparent), during which I experience what you describe, which is due to the entity logic causing entities to fall if the chunk they are in isn't loaded (I just tried disabling this and I no longer fell, which I've decided to keep because it doesn't make much sense to slowly drift down when chunks aren't loaded):
(I simply changed this so that motionY is set to 0 if chunks aren't loaded, including both on the client and server (isRemote is true for the client, false for the server, so the first part of the outer "if" is only run client-side). Also, this incorrectly uses (int) casts instead of a proper floor function, so there is an off-by-one error in negative directions, though chunks are normally loaded within a 5x5 area around ticking entities)
I have no idea if this code has since changed, but I do know that the way chunks are loaded changed in newer versions; in 1.6.4 the server will load/generate every chunk within the player's view distance before sending them to the client, while since 1.9 (I believe) chunks can be incrementally loaded and sent with chunks near the player prioritized, so that elytra (in particular) do not place such a heavy demand on the server (forcing it to generate every single chunk along the width of the view distance before it can send them to the client). That is to say, if I fly in a straight line in 1.6.4 with a view distance of 10 an area of generated chunks exactly 21 chunks across (10 * 2 + 1) will be generated, while in newer versions it is highly variable and jagged, often less than the view distance, depending on player movement and the terrain (this is best seen with an external mapping tool).
Note that 1.6.4 generates chunks much faster than newer versions, despite their supposed optimizations, but the aforementioned change to chunk loading can make them appear to perform better (new world creation is the best way to compare versions as the server will fully generate a 25x25 chunk area around the world spawn point. The multithreaded world generation in 1.13+ simply uses a separate thread from the main server thread and it can still bottleneck, just not (in theory) cause overall server lag; given that 1.6.4 has an average tick time of less than 2 ms under normal conditions it has nearly the full 50 ms to generate chunks before lag occurs; in other words, chunk generation can take up 96% of the time available so a dedicated thread will only be about 4% faster).
Thank you for information. Is there a way to recreate this phenomenon?:
I am trying to stay in void for longer than 2 seconds. I tried high render distance. Probably it's tps. I don't want to lower tps of entire server. Or maybe it is not tps since i can move my items around freely.