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PlayerLexicon

Tick rate

/ tick rate /gaming term

Tick rate is how many times per second an online game’s server updates the state of the match.

In many online games, a server runs the official version of each match. It does not update continuously; instead it works in tiny steps called ticks. During each tick it gathers players’ inputs, works out what happened – who moved where, which shots landed – and sends updates back. The tick rate is how many ticks happen each second, measured in hertz (Hz). A 64-tick server updates 64 times a second; a 20-tick server, 20 times.

More updates, sharper results

A higher tick rate means the server’s picture of the match is more detailed and up to date. In fast games, that can make shots register more accurately and movement feel more precise. With a low tick rate, more happens between updates, so the server has to make bigger judgements about events. Players may notice this as being hit after reaching cover or shots that seemed accurate failing to count.

Tick rate is separate from your frame rate. Your device might draw 120 frames a second while the server updates far less often; the game smooths the gaps between server updates.

Trade-offs for developers

Higher tick rates cost more: servers need more processing power and players need more bandwidth. That is why games choose tick rates to suit their design. A fast, competitive shooter usually justifies a higher rate. A huge match with dozens or hundreds of players may use a lower rate to stay stable. Slower games barely need high rates at all. Tick rate is one part of overall netcode; good design around a moderate tick rate can feel better than poor design around a high one.

Should players worry about it?

Not much. Tick rate is set by the developer and cannot be changed by players. It is mostly a talking point in competitive communities. For everyday play, your own connection quality has a far bigger effect on how online matches feel.

Used in a sentence

“Ranked servers run at a higher tick rate, so the hits feel more consistent.”

Also heard asserver tick rateupdate rateHz (hertz)

Sources we checked

This entry is a plain-language definition of common usage; it makes no dated or factual claims that need a citation.

Last checked: 2026-11-03