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Tick Rate

Tick rate measures simulation updates per second, commonly in hertz. On a 60-tick server, the server processes the game state roughly sixty times each second. A higher rate can capture input and movement at finer intervals, but it requires more CPU time and network bandwidth and does not eliminate poor latency, packet loss, or weak netcode. Client frame rate is separate: a player can render 144 frames per second while the server runs at another tick rate. Some games also use variable update rates or send network snapshots less often than the internal simulation ticks.

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