I have a few mob farms on VC, they work quite well, but I can never seem to get the projected rates out of them, despite double, triple, and quadruple checking my mob proofing techniques. I've done a couple of tests of this phenomenon:
Test 1: Grabbing the 9 chunks surrounding my guardian farm, as well as the farm itself into a MCEdit schematic, generating a new singleplayer world, then pasting the schematic on top of the location of an existing sea temple on that world (the World Downloader mod fails to save the monument bounding box) Comparing farm speed between these two, with me being the only person on the server, shows that I pick up XP in the single player world 4x faster than the (identical) copy on the server. This suggests that something server side is slowing down hostile mob spawning.
Test 2: I traveled into fresh (nether) chunks, then built a little box around myself and proceeded to afk for some time. I then used my World Downloader mod to grab the surrounding chunks and entities, while also configuring the download to have the gamerule "doMobSpawning" set to false. I then loaded up the singleplayer world. using the F3 debug screen, entity count read ~16. I also used a command to give all entities glowing, which revealed that the nearby mobs were all fairly close by, none looked like they were the up to 128 blocks away that mobs should spawn. I then did /gamerule doMobSpawning true and within a second, the entity count jumped to 50. The glowing test shows that mobs are spawning reasonable distances away again. This suggests that either mob cap is abnormally low, or the despawn chance of mobs far from the player is artificially increased.
Thus my question: What is up with Mob Spawning, why is it so slow?