I'd like to recommend turning water and shadows off or down. Note in the game files there is an object limit. This is related to view distance in a sense because the object limit in part is related to what is loaded within your field of view. I imagine you are experiencing lag and choppiness for a wholly different reason than you might imagine. The previous server I played on had an object limit of around 420, 370. I unfortunately know this because I killed it. I killed the server again. If anyone has a related form thread to object limit thresholds I would like to hear it please. I found that my highest contributing factors to crashing were "windows, items, buffs, terrain" which you can see in precise detail in the logs as to how many of each are contributing to the overall server load threshold. Some of the objects that are deemed unimportant are defragmented essentially so as not to contribute to the overall load. I believe that each server has a maximum object limit threshold, and a minimum threshold that will begin to cause choppiness and lag.
Zombies animals trees grasses anything in motion that is animated is going to cause massive strain. Water, shadows, and any combination of those things in motion is all having to be calculated within your field of vision and compoundingly within every additional players field of vision as well. One of my favorite ways to see where you specifically are being taxed is task Manager performance monitors. You will consistently see a spike when it is loading those objects in motion. In theory, if you were to bring a massive hoard of zombies to additional players, once the group of zombies gets in range to force those players to load them, there will be a massive Spike of strain suddenly on the server. Any Spike that exceeds the object limit threshold will crash the server. I think there have been thousands of people experiencing this not knowing where the issue resides. One of the first ways I experienced the threshold was through items. Not objects in motion but blocks. Because the blocks were not defragmented as zombies are, the permanence of it simultaneously permanently broke the server, whereas a massive amount of zombies will be purged after you are disconnected so as not to still have the limit threshold exceeded. This means if you were at say 400,000 when the object limit is 420,000, you can only withstand an amount of zombies that are considered to be under 20,000 total objects, or the server will crash guaranteed.
There seem to be many booleans that nuke a server like this. If threshold condition is met, destroy the server permanently, as opposed to automatically reverting to backup, or if a player carries a corrupted file or pathway, the server goes down. This seems to be a strange way to handle errors foundationally. I personally have built many massive megaliths that have been ridiculous monstrosities that crash servers often. I think that this should at the very least be publicly available knowledge so that players don't accidentally destroy hundreds of hours of work or worse, more collectively. Surely none of the five people I was playing with told me about it, and that information didn't get from me at any point between downloading the game and crashing the servers that I have. I wonder should that responsibility be placed on the player, or the developer, or if who is at fault is even the right question. I think the solution is to prevent the crash to happen by warning of the object limit if it is guaranteed to crash at that particular threshold. If the warning to a player is not substantial, then perhaps preventing additional blocks outside of the threshold at all would be sufficient. There has to be a way to solve it other than letting the servers die. It sounds like your internet service provider is throttling you most likely during peak hours so as to distribute the bandwidth. I agree with Fox get direct connection and w better router, it will help a ton. I can't recall if this was posted before, what kind of monitor do you have op?