Juegos: tick rate (Hz) y tamaño de paquete
¿Qué es esta base de datos?
Cada juego en línea intercambia datos a su propio ritmo. Ese es el tick rate (Hz): cuántas veces por segundo el servidor avanza el mundo del juego. El tamaño de paquete es cuántos datos se envían cada vez.
Los juegos con tick rate alto, como Valorant, son muy sensibles: con un solo paquete perdido ya hay rubberbanding o disparos que no cuentan. Elige tu juego para medir con exactamente su tráfico.
Cada valor dice de dónde sale. verificado significa que el desarrollador lo publicó o que es un ajuste de servidor documentado. estimado significa que es plausible por el motor o el género, pero nadie publicó una cifra; lo decimos en lugar de fingir.
Por qué el tick rate importa para el ping
Un test de velocidad revisa la descarga, que importa poco para jugar. Los juegos en línea usan muy pocos datos (a menudo menos de 1 Mbps), pero los necesitan a un ritmo constante.
En un juego de 60 Hz, el servidor espera exactamente 60 paquetes pequeños por segundo. Si tu línea tiene jitter (llegada irregular) o pérdida de paquetes (no llegan), pierdes esas ventanas. Esta herramienta imita esos ritmos y muestra si tu línea los aguanta. Cómo medimos.
| Juego | Tick rate (Hz) | Tamaño de paquete | Fuente | Medir |
|---|---|---|---|---|
| 4Story | 20 Hz | 80 bytes | estimado No publisher figure; a 2009 PvP MMO. | Disponible en la herramienta |
| 7 Days to Die | 30 Hz | 300 bytes | estimado The Fun Pimps publish no tick rate; server-hosted with operator-tuned settings. | Disponible en la herramienta |
| A.V.A Global | 60 Hz | 150 bytes | estimado Neowiz publishes no rate. | Disponible en la herramienta |
| AION 2 | 20 Hz | 200 bytes | estimado NCSOFT publishes no tick rate; 20 Hz is a typical server update rate for an action MMORPG and what this test sends. | Disponible en la herramienta |
| ARMS | 60 Hz | 60 bytes | estimado Nintendo publishes nothing; frame-sensitive peer-to-peer fighting. | Disponible en la herramienta |
| Abiotic Factor | 30 Hz | 200 bytes | estimado Deep Field publishes no rate; peer-hosted co-op on Unreal defaults. | Disponible en la herramienta |
| Absolver | 60 Hz | 100 bytes | estimado Sloclap publishes no rate; peer-to-peer melee duels at the game's frame rate. | Disponible en la herramienta |
| AdventureQuest 3D | 10 Hz | 60 bytes | estimado Artix publishes no tick rate; low-rate estimate for a cross-platform casual MMO. | Disponible en la herramienta |
| Agar.io | 30 Hz | 40 bytes | estimado Browser game over WebSocket; no published rate. 30 Hz is the community figure for the original server. | Disponible en la herramienta |
| Age of Conan | 30 Hz | 100 bytes | estimado Funcom publishes no rate; action combat suggests a higher rate. | Disponible en la herramienta |
| Age of Empires II: Definitive Edition | 6 Hz | 90 bytes | estimado Lockstep simulation: clients exchange commands in turns rather than streaming state. The turn rate adapts to the slowest player. | Disponible en la herramienta |
| Age of Empires IV | 8 Hz | 110 bytes | estimado Lockstep simulation like AoE2; Relic publishes no command rate. The catalogue previously held this game twice, at 8 and at 20 Hz. | Disponible en la herramienta |
| Aion Classic | 20 Hz | 100 bytes | estimado NCSoft publishes no rate; tab-target MMO. | Disponible en la herramienta |
| Albion Online | 30 Hz | 80 bytes | estimado Sandbox Interactive publishes no tick rate; the game uses Photon, whose default send rates are configurable per room. | Disponible en la herramienta |
| Alicia Online | 30 Hz | 100 bytes | estimado No publisher figure; horse racing needs a moderate rate. | Disponible en la herramienta |
| Aliens: Fireteam Elite | 30 Hz | 200 bytes | estimado Cold Iron publishes no rate; peer-hosted co-op on Unreal defaults. | Disponible en la herramienta |
| American Truck Simulator | 10 Hz | 150 bytes | estimado Same engine and multiplayer model as ETS2; no published figure. | Disponible en la herramienta |
| Among Us | 15 Hz | 60 bytes | estimado Innersloth publishes no rate; low-rate position updates are enough for a 2D lobby game. | Disponible en la herramienta |
| Among Us VR | 15 Hz | 60 bytes | estimado Schell Games publishes no rate; same session model as the flat version. | Disponible en la herramienta |
| Anarchy Online | 20 Hz | 80 bytes | estimado Funcom publishes no rate; a 2001 tab-target MMO. | Disponible en la herramienta |
| Animal Jam | 10 Hz | 60 bytes | estimado WildWorks publishes no rate; casual social world. | Disponible en la herramienta |
| Anno 1800 | 5 Hz | 100 bytes | estimado Lockstep simulation: clients exchange commands and each simulates the same result, so there is no position stream and no published tick. | Disponible en la herramienta |
| Apex Legends | 20 Hz | 250 bytes | verificado Respawn's lead engineer defended 20 Hz publicly, arguing 60 Hz would triple bandwidth for about two frames of accuracy. | Disponible en la herramienta |
| Arc Raiders | 60 Hz | 250 bytes | estimado Contradictory reports: an early 20 Hz figure against third-party measurements near 90 ticks. Embark has confirmed neither. | Disponible en la herramienta |
| Arena Breakout: Infinite | 72 Hz | 350 bytes | verificado MoreFun moved the PC servers from about 20 to 72 tick with Season 4 (8 January 2026), announced with the season update. | Disponible en la herramienta |
| Arena of Valor | 30 Hz | 60 bytes | estimado Tencent publishes no tick rate; genre-typical estimate. | Disponible en la herramienta |
| Ark: Survival Ascended | 30 Hz | 400 bytes | estimado Studio Wildcard publishes no tick rate; Unreal's default replication is 30 Hz and server operators tune it. | Disponible en la herramienta |
| Arma 3 | 40 Hz | 400 bytes | estimado Bohemia exposes server FPS rather than a fixed tick; the effective rate depends on mission load and hardware. | Disponible en la herramienta |
| Arma Reforger | 60 Hz | 400 bytes | estimado Enfusion engine; Bohemia publishes no fixed rate and the server's load governs it. | Disponible en la herramienta |
| Armored Core VI | 60 Hz | 200 bytes | estimado FromSoftware publishes no rate; peer-to-peer matches. | Disponible en la herramienta |
| Armored Warfare | 30 Hz | 150 bytes | estimado MY.GAMES publishes no tick rate; genre-typical estimate. | Disponible en la herramienta |
| Asphalt Legends Unite | 60 Hz | 100 bytes | estimado Gameloft publishes no rate; arcade racing at the 60 fps game rate. | Disponible en la herramienta |
| Assetto Corsa Competizione | 400 Hz | 200 bytes | estimado The 400 Hz figure is ACC's internal physics rate, not its network rate; the server sends far less often. Kept as the conservative upper bound and flagged as an estimate. | Disponible en la herramienta |
| Astroneer | 30 Hz | 200 bytes | estimado System Era publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Aura Kingdom | 20 Hz | 80 bytes | estimado X-Legend publishes no rate. | Disponible en la herramienta |
| Auto Chess | 10 Hz | 80 bytes | estimado Round-based auto-battler; no continuous position stream. | Disponible en la herramienta |
| Avorion | 30 Hz | 250 bytes | estimado Boxelware publishes no rate; dedicated servers. | Disponible en la herramienta |
| Back 4 Blood | 30 Hz | 200 bytes | estimado Turtle Rock publishes no tick rate; Unreal defaults, no ongoing development. | Disponible en la herramienta |
| Backpack Battles | 5 Hz | 60 bytes | estimado Asynchronous auto-battler: opponents are snapshots, not live connections. | Disponible en la herramienta |
| Barotrauma | 30 Hz | 200 bytes | estimado FakeFish publishes no rate; peer- or server-hosted 2D submarine co-op. The catalogue previously held this game twice. | Disponible en la herramienta |
| Battlefield 1 | 60 Hz | 250 bytes | estimado DICE shipped 60 Hz on PC for most modes; console rates differed and are not documented. | Disponible en la herramienta |
| Battlefield 4 | 60 Hz | 250 bytes | verificado DICE raised BF4 to 60 Hz servers in the CTE and shipped it; 30 Hz remained on some regions. | Disponible en la herramienta |
| Battlefield 6 | 60 Hz | 300 bytes | verificado DICE confirmed 60 Hz servers at launch; the RedSec battle royale mode runs at 30 Hz. | Disponible en la herramienta |
| Battlefield V | 60 Hz | 250 bytes | estimado DICE shipped 60 Hz on PC; no per-region documentation. | Disponible en la herramienta |
| BeamNG.drive | 20 Hz | 300 bytes | estimado Multiplayer is community-built (BeamMP); the rate depends on the server, not on BeamNG. | Disponible en la herramienta |
| Besiege | 30 Hz | 200 bytes | estimado Spiderling publishes no rate; peer-hosted physics sandbox. | Disponible en la herramienta |
| Beyond All Reason | 30 Hz | 150 bytes | estimado Open source on the Spring/Recoil engine; lockstep with a configurable sim rate. | Disponible en la herramienta |
| Black Desert Online | 30 Hz | 120 bytes | estimado Pearl Abyss publishes no tick rate; 30 Hz is an estimate from the action-combat behaviour. | Disponible en la herramienta |
| Black Squad | 60 Hz | 150 bytes | estimado NS Studio publishes no rate; free-to-play CS-style shooter. | Disponible en la herramienta |
| Blade & Soul | 30 Hz | 100 bytes | estimado NCSoft publishes no rate; action combat suggests a higher rate. | Disponible en la herramienta |
| BlazBlue: Central Fiction | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Blood Bowl 3 | 5 Hz | 80 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Blood Strike | 60 Hz | 120 bytes | estimado NetEase publishes no tick rate; estimate for a fast mobile shooter. | Disponible en la herramienta |
| Bodycam | 60 Hz | 200 bytes | estimado Reissad Studio publishes no tick rate; Unreal 5 peer/dedicated hybrid. | Disponible en la herramienta |
| Boom Beach | 5 Hz | 40 bytes | estimado Supercell publishes no rate; asynchronous raids, no live stream. | Disponible en la herramienta |
| Borderlands 3 | 30 Hz | 250 bytes | estimado Gearbox publishes no rate; peer-hosted co-op on Unreal defaults. | Disponible en la herramienta |
| Borderlands 4 | 30 Hz | 250 bytes | estimado Gearbox publishes no rate; peer-hosted co-op on Unreal defaults. | Disponible en la herramienta |
| Boring Man | 60 Hz | 80 bytes | estimado Spasman publishes no rate; community-hosted 2D shooter servers. | Disponible en la herramienta |
| Brawl Stars | 30 Hz | 40 bytes | estimado Supercell publishes no tick rate. Every third-party figure we could trace led back to a copy of our own page, so this stays an estimate. | Disponible en la herramienta |
| Brawlhalla | 60 Hz | 40 bytes | verificado Blue Mammoth ships rollback netcode running at the 60 fps game rate. | Disponible en la herramienta |
| Brawlout | 60 Hz | 60 bytes | estimado Angry Mob publishes nothing; platform fighter at the 60 fps frame rate. | Disponible en la herramienta |
| Breachers | 60 Hz | 200 bytes | estimado Triangle Factory publishes no rate; VR tactical shooter. | Disponible en la herramienta |
| Burnout Paradise Remastered | 30 Hz | 150 bytes | estimado Criterion published no rate; peer-hosted open-world sessions. | Disponible en la herramienta |
| Cabal Online | 20 Hz | 80 bytes | estimado ESTsoft publishes no rate. | Disponible en la herramienta |
| Call of Duty Multiplayer | 60 Hz | 250 bytes | estimado Activision publishes no tick rate. Netcode tests of recent titles measured about 60 Hz in 6v6 modes and less in large modes; this test sends 60 Hz. | Disponible en la herramienta |
| Call of Duty: Mobile | 30 Hz | 100 bytes | estimado Activision publishes no figure for the mobile title; 30 Hz is the community estimate. | Iniciar prueba |
| Call of Duty: Warzone | 20 Hz | 300 bytes | verificado Warzone servers run at roughly 20 Hz - Call of Duty multiplayer runs up to 60 Hz, the battle royale mode does not. | Disponible en la herramienta |
| Carcassonne | 5 Hz | 40 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Catan Universe | 5 Hz | 40 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Champions Online | 30 Hz | 100 bytes | estimado Cryptic publishes no rate. | Disponible en la herramienta |
| ChilloutVR | 30 Hz | 200 bytes | estimado Alpha Blend publishes no rate; social VR instances. | Disponible en la herramienta |
| Chivalry 2 | 30 Hz | 200 bytes | estimado Torn Banner publishes no rate; 64-player Unreal servers. | Disponible en la herramienta |
| City of Heroes: Homecoming | 30 Hz | 100 bytes | estimado Community-run servers; the rate is a server setting, not a publisher figure. | Disponible en la herramienta |
| Civilization VI | 2 Hz | 100 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Civilization VII | 2 Hz | 100 bytes | estimado Turn-based: traffic is per turn, not per second. 2 Hz stands in for the keep-alive and sync traffic. | Disponible en la herramienta |
| Clash Royale | 10 Hz | 40 bytes | estimado Supercell publishes no tick rate. Clash Royale is command-based rather than position-based, so a low rate is plausible; it stays an estimate. | Disponible en la herramienta |
| Clash of Clans | 20 Hz | 40 bytes | estimado Supercell publishes no tick rate. Raids are deterministic replays of commands, not a position stream; 20 Hz is the figure the page has always stated. | Disponible en la herramienta |
| Closers | 30 Hz | 80 bytes | estimado Naddic publishes no rate; 2D action combat. | Disponible en la herramienta |
| Club Penguin Legacy | 5 Hz | 60 bytes | estimado Fan-run revival; tile-based movement, no continuous stream. | Disponible en la herramienta |
| Combat Arms: Reloaded | 60 Hz | 150 bytes | estimado Nexon publishes no rate; a long-running free-to-play CS-style shooter. | Disponible en la herramienta |
| Command & Conquer Remastered | 20 Hz | 80 bytes | estimado Lockstep simulation: clients exchange commands and each simulates the same result, so there is no position stream and no published tick. | Disponible en la herramienta |
| Company of Heroes 2 | 20 Hz | 120 bytes | estimado Lockstep simulation: clients exchange commands and each simulates the same result, so there is no position stream and no published tick. | Disponible en la herramienta |
| Company of Heroes 3 | 20 Hz | 120 bytes | estimado Lockstep command exchange; Relic publishes no network rate. | Disponible en la herramienta |
| Conan Exiles | 30 Hz | 300 bytes | estimado Funcom publishes no rate; Unreal dedicated servers, operator-tuned. | Disponible en la herramienta |
| Conqueror's Blade | 30 Hz | 200 bytes | estimado Booming Tech publishes no rate; large-scale siege battles. | Disponible en la herramienta |
| Contractors VR | 60 Hz | 200 bytes | estimado Caveman publishes no rate; community-hosted Unreal servers. | Disponible en la herramienta |
| Core Keeper | 30 Hz | 150 bytes | estimado Pugstorm publishes no rate; peer-hosted co-op sandbox. | Disponible en la herramienta |
| Counter-Strike 1.6 | 100 Hz | 100 bytes | verificado GoldSrc: sys_ticrate on a dedicated server, 100 on competitive configs; the client's cl_updaterate matches it. | Disponible en la herramienta |
| Counter-Strike 2 | 64 Hz | 250 bytes | verificado Valve runs official CS2 servers at 64 tick; sub-tick only timestamps inputs between those ticks, it does not raise the rate. | Iniciar prueba |
| Counter-Strike: Source | 66 Hz | 150 bytes | verificado Source engine dedicated server: tickrate 66 by default, which is what cl_updaterate is capped to on public servers. | Disponible en la herramienta |
| Craftopia | 30 Hz | 250 bytes | estimado Pocketpair publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Crash Team Racing Nitro-Fueled | 30 Hz | 120 bytes | estimado Beenox publishes no rate; peer-hosted kart racing. | Disponible en la herramienta |
| Critical Ops | 60 Hz | 120 bytes | estimado Critical Force publishes no tick rate; estimate for a CS-style mobile shooter. | Disponible en la herramienta |
| CrossFire | 60 Hz | 150 bytes | estimado Smilegate publishes no rate. | Disponible en la herramienta |
| Crossout | 30 Hz | 200 bytes | estimado Gaijin publishes no tick rate; same engine family as War Thunder. | Disponible en la herramienta |
| Cuisine Royale (CRSED) | 30 Hz | 250 bytes | estimado Gaijin publishes no rate; Dagor engine battle royale. | Disponible en la herramienta |
| DC Universe Online | 30 Hz | 100 bytes | estimado Daybreak publishes no tick rate; the action combat suggests a higher rate than a tab-target MMO. | Disponible en la herramienta |
| DCS World | 30 Hz | 300 bytes | estimado Eagle Dynamics publishes no rate; dedicated servers, operator-tuned. | Disponible en la herramienta |
| DDNet | 50 Hz | 60 bytes | verificado DDNet is a Teeworlds fork and keeps the fixed 50 Hz server tick. | Disponible en la herramienta |
| DDTank | 20 Hz | 60 bytes | estimado No published rate; turn-based browser artillery. | Disponible en la herramienta |
| DIRT 5 | 30 Hz | 150 bytes | estimado Codemasters publishes no network rate. | Disponible en la herramienta |
| Dark Age of Camelot | 20 Hz | 80 bytes | estimado Broadsword publishes no rate; tab-target MMO with large RvR fights. | Disponible en la herramienta |
| Dark Souls III | 60 Hz | 150 bytes | estimado FromSoftware publishes no rate; PvP is peer-to-peer. | Disponible en la herramienta |
| Day of Defeat: Source | 66 Hz | 150 bytes | verificado Source engine dedicated server: tickrate 66 by default, which is what cl_updaterate is capped to on public servers. | Disponible en la herramienta |
| Day of Infamy | 60 Hz | 200 bytes | estimado Source engine build; the operator sets the tickrate. | Disponible en la herramienta |
| DayZ | 30 Hz | 350 bytes | estimado Server-dependent: the effective rate follows the server's FPS, which Bohemia exposes to operators rather than fixing. | Disponible en la herramienta |
| Dead Island 2 | 30 Hz | 250 bytes | estimado Dambuster publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Dead by Daylight | 60 Hz | 150 bytes | verificado Behaviour Interactive raised the dedicated server tick rate from 30 Hz to 60 Hz. | Disponible en la herramienta |
| Dead or Alive 5 Last Round | 60 Hz | 60 bytes | estimado Delay-based netcode at the 60 fps frame rate; Koei Tecmo publishes nothing. | Disponible en la herramienta |
| Dead or Alive 6 | 60 Hz | 60 bytes | estimado Delay-based netcode at the 60 fps frame rate; Koei Tecmo publishes nothing. | Disponible en la herramienta |
| Deadlock | 60 Hz | 200 bytes | estimado Valve publishes no rate for Deadlock; it is Source 2, where CS2 runs 64 and Dota 2 runs 30. | Disponible en la herramienta |
| Deadside | 30 Hz | 250 bytes | estimado Bad Pixel publishes no rate; Unreal-based survival shooter. | Disponible en la herramienta |
| Deceit | 30 Hz | 150 bytes | estimado World Makers publishes no rate; session-based social deduction. | Disponible en la herramienta |
| Deep Rock Galactic | 30 Hz | 200 bytes | estimado Ghost Ship publishes no tick rate; peer-hosted co-op on Unreal defaults. | Disponible en la herramienta |
| Dekaron | 20 Hz | 80 bytes | estimado No publisher figure; a 2004 action MMO. | Disponible en la herramienta |
| Delta Force | 60 Hz | 250 bytes | estimado Team Jade publishes no tick rate; 60 Hz is the community figure for the extraction and warfare modes. | Disponible en la herramienta |
| Descenders | 30 Hz | 120 bytes | estimado RageSquid publishes no rate; shared-world downhill racing. | Disponible en la herramienta |
| Destiny 2 | 40 Hz | 200 bytes | estimado Hybrid peer-to-peer with Bungie-hosted authority for some systems; Bungie has never published a tick rate. | Disponible en la herramienta |
| Destiny Rising | 30 Hz | 150 bytes | estimado NetEase publishes no tick rate for the mobile title; estimate. | Disponible en la herramienta |
| Diep.io | 30 Hz | 40 bytes | estimado Browser game over WebSocket; no published rate. | Disponible en la herramienta |
| Don't Starve Together | 30 Hz | 150 bytes | estimado Klei publishes no rate; dedicated servers with a fixed simulation step. | Disponible en la herramienta |
| Doom Eternal | 60 Hz | 200 bytes | estimado id Software publishes no rate for Battlemode; peer-hosted. | Disponible en la herramienta |
| Dota 2 | 30 Hz | 150 bytes | verificado Source 2 runs Dota 2 at 30 ticks per second; visible in net_graph. | Disponible en la herramienta |
| Dota Underlords | 10 Hz | 80 bytes | estimado Round-based auto-battler; no continuous position stream. | Disponible en la herramienta |
| Dragon Ball FighterZ | 60 Hz | 50 bytes | verificado Rollback netcode was added post-launch: one input exchange per 60 fps frame. | Disponible en la herramienta |
| Dragon Ball Xenoverse 2 | 30 Hz | 150 bytes | estimado Bandai Namco publishes nothing; lobby-based arena combat, not a frame-exact fighter. | Disponible en la herramienta |
| Dragon Nest | 30 Hz | 100 bytes | estimado Eyedentity publishes no rate; instanced action combat. | Disponible en la herramienta |
| Dread Hunger | 30 Hz | 150 bytes | estimado Digital Confectioners publishes no rate; Unreal-based social deduction. | Disponible en la herramienta |
| Dual Universe | 20 Hz | 250 bytes | estimado Novaquark publishes no rate; single-shard server architecture. | Disponible en la herramienta |
| Duck Game | 60 Hz | 60 bytes | estimado Landon Podbielski publishes no rate; frame-accurate 2D shooter. | Disponible en la herramienta |
| Dune: Awakening | 30 Hz | 350 bytes | estimado Funcom publishes no tick rate; shared-world survival on Unreal defaults. | Disponible en la herramienta |
| Dune: Spice Wars | 10 Hz | 100 bytes | estimado Lockstep simulation: clients exchange commands and each simulates the same result, so there is no position stream and no published tick. | Disponible en la herramienta |
| Dungeon Fighter Online | 30 Hz | 80 bytes | estimado Neople publishes no rate; frame-sensitive 2D action combat. | Disponible en la herramienta |
| Dungeons & Dragons Online | 20 Hz | 100 bytes | estimado Standing Stone publishes no rate; instanced tab-target MMO. | Disponible en la herramienta |
| Dying Light 2 | 30 Hz | 250 bytes | estimado Techland publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| EA Sports FC 27 | 30 Hz | 150 bytes | estimado EA publishes no tick rate for FC online play; 30 Hz is the long-standing community figure and what the page states. | Disponible en la herramienta |
| EVE Online | 1 Hz | 150 bytes | verificado CCP's server runs a 1 Hz simulation tick; time dilation stretches that tick under load rather than dropping it. | Disponible en la herramienta |
| Eco | 20 Hz | 200 bytes | estimado Strange Loop publishes no rate; dedicated servers for a slow-paced simulation. | Disponible en la herramienta |
| Eden Eternal | 20 Hz | 80 bytes | estimado X-Legend publishes no rate; tab-target MMO. | Disponible en la herramienta |
| Elden Ring | 60 Hz | 150 bytes | estimado FromSoftware publishes no rate; invasions and co-op are peer-to-peer. | Disponible en la herramienta |
| Eleven Table Tennis | 90 Hz | 80 bytes | estimado For Fun Labs publishes no rate; the 90 Hz figure follows the headset frame rate, which is what the paddle physics need. | Disponible en la herramienta |
| Elite Dangerous | 30 Hz | 150 bytes | estimado Frontier publishes no tick rate; instances are peer-to-peer, so the rate depends on the session. | Disponible en la herramienta |
| Elsword | 30 Hz | 80 bytes | estimado KOG publishes no rate; 2D action combat. | Disponible en la herramienta |
| Empyrion: Galactic Survival | 30 Hz | 300 bytes | estimado Eleon publishes no rate; dedicated servers, operator-tuned. | Disponible en la herramienta |
| Endless Legend | 2 Hz | 100 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Endless Space 2 | 2 Hz | 100 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Enlisted | 30 Hz | 250 bytes | estimado Gaijin publishes no tick rate; Dagor engine, same family as War Thunder. | Disponible en la herramienta |
| Enshrouded | 30 Hz | 300 bytes | estimado Keen Games publishes no rate; dedicated servers for up to 16 players. | Disponible en la herramienta |
| Escape from Tarkov | 60 Hz | 450 bytes | estimado Battlestate Games has never published a server tick rate. 60 Hz is the community's working figure. | Disponible en la herramienta |
| Eternal Return | 30 Hz | 120 bytes | estimado Nimble Neuron publishes no rate; MOBA-battle-royale hybrid. | Disponible en la herramienta |
| Euro Truck Simulator 2 | 10 Hz | 150 bytes | estimado Convoy and TruckersMP both run at low rates; SCS publishes no figure. | Disponible en la herramienta |
| Ev.io | 60 Hz | 60 bytes | estimado Browser FPS; no published rate. | Disponible en la herramienta |
| EverQuest | 10 Hz | 80 bytes | estimado Daybreak publishes no rate; a 1999 tab-target MMO. | Disponible en la herramienta |
| EverQuest II | 20 Hz | 80 bytes | estimado Daybreak publishes no rate; tab-target MMO. | Disponible en la herramienta |
| Evil West | 30 Hz | 200 bytes | estimado Flying Wild Hog publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| F1 23 | 60 Hz | 150 bytes | estimado Codemasters publishes no network rate; estimate at the physics rate. | Disponible en la herramienta |
| F1 24 | 60 Hz | 150 bytes | estimado Codemasters publishes no network rate; estimate at the 60 fps physics rate. | Disponible en la herramienta |
| FIFA Mobile | 30 Hz | 60 bytes | estimado EA publishes no rate for the mobile title. | Disponible en la herramienta |
| Factorio | 60 Hz | 200 bytes | verificado Factorio's simulation runs at a fixed 60 UPS and multiplayer is deterministic lockstep against exactly that number. | Disponible en la herramienta |
| Fall Guys | 30 Hz | 100 bytes | estimado Mediatonic publishes no rate; 60-player rounds on dedicated servers. | Disponible en la herramienta |
| Far Cry 6 | 30 Hz | 250 bytes | estimado Ubisoft publishes no rate; two-player peer-hosted co-op. | Disponible en la herramienta |
| Farlight 84 | 60 Hz | 150 bytes | estimado Miracle Games publishes no tick rate; 60 Hz is the community figure for the hero shooter. | Disponible en la herramienta |
| Farm Together 2 | 10 Hz | 100 bytes | estimado Milkstone publishes no rate; slow-paced co-op farming. | Disponible en la herramienta |
| Farming Simulator 25 | 15 Hz | 150 bytes | estimado GIANTS publishes no rate; slow-paced co-op with dedicated server support. | Disponible en la herramienta |
| Fiesta Online | 20 Hz | 80 bytes | estimado Gamigo publishes no rate. | Disponible en la herramienta |
| Fightcade | 60 Hz | 50 bytes | verificado Fightcade runs GGPO rollback: one input exchange per emulated 60 fps frame. | Disponible en la herramienta |
| Final Fantasy XIV | 30 Hz | 80 bytes | estimado The documented 3-second server tick is the combat/regen tick, not the packet rate. Square Enix publishes no network rate. | Disponible en la herramienta |
| First Class Trouble | 30 Hz | 100 bytes | estimado Invisible Walls publishes no rate; session-based social deduction. | Disponible en la herramienta |
| FiveM | 30 Hz | 350 bytes | estimado Entirely server-dependent: OneSync configuration and the server operator decide the rate, not a publisher. | Disponible en la herramienta |
| Flyff Universe | 20 Hz | 80 bytes | estimado Gala Lab publishes no rate; browser-based MMO. | Disponible en la herramienta |
| For Honor | 60 Hz | 120 bytes | estimado Ubisoft moved For Honor to dedicated servers but publishes no tick rate. | Disponible en la herramienta |
| Fortnite | 30 Hz | 250 bytes | verificado Epic raised Fortnite from 20 Hz to 30 Hz and has kept it there; 100 players plus building physics is the stated reason it is not 60. | Iniciar prueba |
| Forza Horizon 5 | 60 Hz | 150 bytes | estimado Playground publishes no network rate; peer-hosted convoys make a single figure inexact. | Disponible en la herramienta |
| Free Fire | 20 Hz | 60 bytes | estimado Garena publishes no tick rate; 20 Hz is the community figure for a 50-player mobile battle royale. | Iniciar prueba |
| Free Realms Sunrise | 20 Hz | 80 bytes | estimado Fan-run emulator server; the rate is a server setting. | Disponible en la herramienta |
| FusionFall Retro | 20 Hz | 80 bytes | estimado Fan-run emulator server; the rate is a server setting. | Disponible en la herramienta |
| GRID Legends | 30 Hz | 150 bytes | estimado Codemasters publishes no network rate. | Disponible en la herramienta |
| GTA Online | 30 Hz | 350 bytes | estimado Rockstar publishes no rate; sessions are peer-to-peer with Rockstar acting only as broker, so the rate follows the session host. | Disponible en la herramienta |
| Gang Beasts | 30 Hz | 120 bytes | estimado Boneloaf publishes no rate; peer-hosted physics brawler. | Disponible en la herramienta |
| Garry's Mod | 33 Hz | 250 bytes | verificado Source engine: Garry's Mod servers default to tickrate 33, raisable by the operator with -tickrate. | Disponible en la herramienta |
| Gartic Phone | 5 Hz | 40 bytes | estimado Turn-based drawing game; no continuous state stream. | Disponible en la herramienta |
| Geneshift | 60 Hz | 100 bytes | estimado Nik Nak publishes no rate; top-down shooter. | Disponible en la herramienta |
| Genshin Impact | 30 Hz | 100 bytes | estimado HoYoverse publishes no tick rate; 30 Hz is an estimate for the always-online co-op world. | Disponible en la herramienta |
| Ghost Recon Breakpoint | 30 Hz | 250 bytes | estimado Ubisoft publishes no rate; peer-hosted open-world co-op. | Disponible en la herramienta |
| Ghost Recon Wildlands | 30 Hz | 250 bytes | estimado Ubisoft publishes no rate; peer-hosted open-world co-op. | Disponible en la herramienta |
| Ghost of Tsushima: Legends | 30 Hz | 150 bytes | estimado Sucker Punch publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Ghostbusters: Spirits Unleashed | 30 Hz | 150 bytes | estimado Illfonic publishes no rate; Unreal-based asymmetric multiplayer. | Disponible en la herramienta |
| Ghosts of Tabor | 60 Hz | 250 bytes | estimado Combat Waffle publishes no rate; VR extraction shooter. | Disponible en la herramienta |
| Gigantic: Rampage Edition | 60 Hz | 150 bytes | estimado Gearbox publishes no rate; Unreal 3-based hero shooter. | Disponible en la herramienta |
| Gloomhaven | 5 Hz | 60 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Gloria Victis | 30 Hz | 200 bytes | estimado Black Eye publishes no rate; action-combat MMO. | Disponible en la herramienta |
| Godfall | 30 Hz | 200 bytes | estimado Counterplay publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Golf With Your Friends | 30 Hz | 80 bytes | estimado Blacklight publishes no rate; peer-hosted. | Disponible en la herramienta |
| Goose Goose Duck | 20 Hz | 60 bytes | estimado Gaggle Studios publishes no rate; social deduction with low position traffic. | Disponible en la herramienta |
| Gotham Knights | 30 Hz | 250 bytes | estimado WB Montreal publishes no rate; two-player peer-hosted co-op. | Disponible en la herramienta |
| Gran Turismo 7 | 60 Hz | 150 bytes | estimado Polyphony publishes no network rate; estimate at the 60 fps physics rate. | Disponible en la herramienta |
| Granblue Fantasy: Relink | 30 Hz | 150 bytes | estimado Cygames publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Grand Chase Classic | 30 Hz | 80 bytes | estimado KOG publishes no rate; 2D action combat. | Disponible en la herramienta |
| Grand Fantasia | 20 Hz | 80 bytes | estimado X-Legend publishes no rate; tab-target MMO. | Disponible en la herramienta |
| Gray Zone Warfare | 60 Hz | 350 bytes | estimado MADFINGER publishes no tick rate; large-map Unreal servers, operator-influenced. | Disponible en la herramienta |
| Green Hell | 30 Hz | 250 bytes | estimado Creepy Jar publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Grounded | 30 Hz | 250 bytes | estimado Obsidian publishes no rate; peer-hosted co-op on Unreal defaults. | Disponible en la herramienta |
| Guild Wars 2 | 25 Hz | 100 bytes | estimado ArenaNet publishes no tick rate; 25 Hz is a community estimate from packet captures. Note that the game's own gameplay traffic is TCP, so this is a rate, not a protocol match. | Disponible en la herramienta |
| Guilty Gear -Strive- | 60 Hz | 40 bytes | verificado Rollback netcode (GGPO-style): one input exchange per 60 fps frame. | Disponible en la herramienta |
| Guilty Gear Xrd Rev 2 | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Gunbound | 20 Hz | 60 bytes | estimado Softnyx publishes no rate; turn-based artillery. | Disponible en la herramienta |
| Gunfire Reborn | 30 Hz | 150 bytes | estimado Duoyi publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Habbo Hotel | 5 Hz | 60 bytes | estimado Tile-based social game; movement is per-tile, not per-frame. | Disponible en la herramienta |
| Half-Life 2: Deathmatch | 66 Hz | 150 bytes | verificado Source engine dedicated server: tickrate 66 by default, which is what cl_updaterate is capped to on public servers. | Disponible en la herramienta |
| Half-Life: Deathmatch | 100 Hz | 100 bytes | verificado GoldSrc: sys_ticrate, commonly run at 100 on public servers. | Disponible en la herramienta |
| Halo Infinite | 60 Hz | 250 bytes | estimado 343 publishes no tick rate; 60 Hz is the community figure from netcode analysis. | Disponible en la herramienta |
| Halo: The Master Chief Collection | 60 Hz | 200 bytes | estimado 343 publishes no tick rate; dedicated servers for most playlists. | Disponible en la herramienta |
| Hay Day | 5 Hz | 40 bytes | estimado Supercell publishes no rate; asynchronous farming, no live stream. | Disponible en la herramienta |
| Hearthstone | 10 Hz | 60 bytes | estimado Turn-based: there is no tick to speak of, only request/response traffic. 10 Hz is a conservative stand-in. | Disponible en la herramienta |
| Hearts of Iron IV | 5 Hz | 100 bytes | estimado Paradox's clockwork simulation syncs on its own daily tick, not a network tick; no published rate. | Disponible en la herramienta |
| Hedgewars | 30 Hz | 80 bytes | estimado Open source turn-based artillery; lockstep, no continuous stream. | Disponible en la herramienta |
| Hell Let Loose | 30 Hz | 350 bytes | estimado Team17 publishes no rate; 100-player Unreal servers. | Disponible en la herramienta |
| Helldivers 2 | 30 Hz | 250 bytes | estimado Missions are peer-hosted - the 'tick rate' is whatever the host machine sustains. Arrowhead publishes no value. | Disponible en la herramienta |
| Heroes of the Storm | 16 Hz | 120 bytes | estimado Blizzard publishes no rate; the simulation follows the StarCraft II engine family. | Disponible en la herramienta |
| Honkai: Star Rail | 10 Hz | 80 bytes | estimado Turn-based and always-online: there is no position stream to tick. 10 Hz is an estimate of the keep-alive and command traffic. | Disponible en la herramienta |
| Honor of Kings | 30 Hz | 60 bytes | estimado Tencent publishes no tick rate; genre-typical estimate for a mobile MOBA. | Disponible en la herramienta |
| Horse Haven | 10 Hz | 60 bytes | estimado Ubisoft publishes no rate; asynchronous mobile management game. | Disponible en la herramienta |
| Hot Wheels Unleashed 2 | 30 Hz | 150 bytes | estimado Milestone publishes no rate; Unreal-based arcade racing. | Disponible en la herramienta |
| Howrse | 2 Hz | 40 bytes | estimado Browser management game: page requests, not a game stream. | Disponible en la herramienta |
| Human: Fall Flat | 30 Hz | 120 bytes | estimado No Brakes publishes no rate; peer-hosted physics co-op. | Disponible en la herramienta |
| HumanitZ | 30 Hz | 250 bytes | estimado yodubgames publishes no rate; peer-hosted survival. | Disponible en la herramienta |
| Humankind | 2 Hz | 100 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Hunt: Showdown 1896 | 60 Hz | 250 bytes | estimado Community measurements contradict each other (30-40 vs 80+); Crytek publishes no value. | Disponible en la herramienta |
| Hunter's Arena: Legends | 60 Hz | 150 bytes | estimado Mantisco publishes no rate; battle-royale brawler. | Disponible en la herramienta |
| IMVU | 10 Hz | 100 bytes | estimado Room-based social app; no continuous position stream. | Disponible en la herramienta |
| Icarus | 30 Hz | 300 bytes | estimado RocketWerkz publishes no rate; Unreal-based session survival. | Disponible en la herramienta |
| Infestation: The New Z | 30 Hz | 300 bytes | estimado Fredaikis publishes no rate; community-hosted survival servers. | Disponible en la herramienta |
| Injustice 2 | 60 Hz | 60 bytes | estimado NetherRealm's netcode runs at the 60 fps frame rate; no published figure. | Disponible en la herramienta |
| Insurgency | 60 Hz | 200 bytes | estimado Source engine build; the operator sets the tickrate. | Disponible en la herramienta |
| Insurgency: Sandstorm | 60 Hz | 200 bytes | estimado New World Interactive publishes no rate; Unreal dedicated servers, operator-tuned. | Disponible en la herramienta |
| Ion Fury | 60 Hz | 100 bytes | estimado Voidpoint publishes no rate; Build-engine deathmatch. | Disponible en la herramienta |
| Iron Harvest | 20 Hz | 120 bytes | estimado Lockstep simulation: clients exchange commands and each simulates the same result, so there is no position stream and no published tick. | Disponible en la herramienta |
| Isonzo | 60 Hz | 200 bytes | estimado M2H/BlackMill publish no rate; community-hosted Unity servers. | Disponible en la herramienta |
| Jackbox Party Pack | 5 Hz | 60 bytes | estimado Players answer through a web client; there is no continuous game stream at all. | Disponible en la herramienta |
| JoJo's Bizarre Adventure: All-Star Battle R | 60 Hz | 50 bytes | estimado Bandai Namco publishes nothing; peer-to-peer matches at the game's frame rate. | Disponible en la herramienta |
| Killer Instinct | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Killer Klowns from Outer Space | 30 Hz | 200 bytes | estimado Illfonic publishes no rate; Unreal-based asymmetric horror. | Disponible en la herramienta |
| Killer Queen Black | 60 Hz | 80 bytes | estimado Liquid Bit publishes no rate; 5v5 arcade platformer. | Disponible en la herramienta |
| Killing Floor 2 | 30 Hz | 200 bytes | estimado Tripwire publishes no tick rate; Unreal 3 dedicated servers with operator-tuned settings. | Disponible en la herramienta |
| Knight Online | 20 Hz | 80 bytes | estimado Publisher figure does not exist; a 2004 PvP MMO. | Disponible en la herramienta |
| Krunker.io | 60 Hz | 60 bytes | estimado Browser FPS with community servers; the rate depends on the host. | Disponible en la herramienta |
| KurtzPel | 60 Hz | 100 bytes | estimado KOG publishes no rate; arena action combat. | Disponible en la herramienta |
| Last Chaos | 20 Hz | 80 bytes | estimado No publisher figure; a 2006 tab-target MMO. | Disponible en la herramienta |
| League of Legends | 30 Hz | 120 bytes | verificado Riot has stated the League server loop runs at 30 Hz; the client interpolates between those updates. | Iniciar prueba |
| League of Legends: Wild Rift | 30 Hz | 60 bytes | estimado Riot publishes no separate figure for Wild Rift; 30 Hz mirrors the PC title. | Disponible en la herramienta |
| Left 4 Dead 2 | 30 Hz | 150 bytes | verificado Valve's Source servers run L4D2 at 30 tick by default; visible in net_graph and settable by operators. | Disponible en la herramienta |
| Legends of Runeterra | 10 Hz | 60 bytes | estimado Turn-based request/response traffic; no published rate. | Disponible en la herramienta |
| Lethal Company | 30 Hz | 150 bytes | estimado Zeekerss publishes no tick rate; peer-hosted co-op on Unity Netcode defaults. | Disponible en la herramienta |
| Lethal League Blaze | 60 Hz | 60 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Level Zero: Extraction | 60 Hz | 250 bytes | estimado DogHowl publishes no rate; Unreal-based. | Disponible en la herramienta |
| Lineage 2 Classic | 20 Hz | 100 bytes | estimado NCSoft publishes no rate; tab-target MMO. | Disponible en la herramienta |
| Lineage W | 20 Hz | 80 bytes | estimado NCSoft publishes no rate. | Disponible en la herramienta |
| Lord of the Rings Online | 20 Hz | 80 bytes | estimado Standing Stone Games publishes no tick rate; genre-typical estimate. | Disponible en la herramienta |
| Lords of the Fallen | 30 Hz | 150 bytes | estimado Hexworks publishes no rate; peer-to-peer co-op and invasions. | Disponible en la herramienta |
| Lost Ark | 30 Hz | 120 bytes | estimado No published value; 30 Hz is a genre-typical estimate for an action MMO. | Disponible en la herramienta |
| Lost Light | 60 Hz | 250 bytes | estimado NetEase publishes no rate for the mobile extraction shooter. | Disponible en la herramienta |
| Luanti (Minetest) | 20 Hz | 200 bytes | estimado Open source: the server step is configurable (dedicated_server_step), commonly 0.09-0.1 s. | Disponible en la herramienta |
| MINDNIGHT | 5 Hz | 40 bytes | estimado Text-driven social deduction; no continuous state stream. | Disponible en la herramienta |
| MX vs ATV Legends | 30 Hz | 150 bytes | estimado Rainbow Studios publishes no rate. | Disponible en la herramienta |
| Mabinogi | 20 Hz | 80 bytes | estimado Nexon publishes no rate; a 2004 sandbox MMO with tab-target combat. | Disponible en la herramienta |
| Madden NFL 25 | 60 Hz | 150 bytes | estimado EA publishes no tick rate; estimate at the 60 fps game rate. | Disponible en la herramienta |
| Magic: Arena | 10 Hz | 60 bytes | estimado Turn-based request/response traffic; no published rate. | Disponible en la herramienta |
| MapleStory | 20 Hz | 60 bytes | estimado Nexon publishes no tick rate; 20 Hz is an estimate for a 2D side-scrolling MMO. | Disponible en la herramienta |
| Marauders | 60 Hz | 250 bytes | estimado Small Impact Games publishes no rate; Unreal-based extraction shooter. | Disponible en la herramienta |
| Mario Golf: Super Rush | 30 Hz | 80 bytes | estimado Nintendo publishes nothing; turn- and shot-based play. | Disponible en la herramienta |
| Mario Kart 8 Deluxe | 15 Hz | 100 bytes | estimado Nintendo publishes no rate; peer-to-peer races, and the low rate is consistent with the observed rubber-banding. | Disponible en la herramienta |
| Mario Party Superstars | 20 Hz | 100 bytes | estimado Nintendo publishes nothing; turn-based board play. | Disponible en la herramienta |
| Mario Strikers: Battle League | 60 Hz | 120 bytes | estimado Nintendo publishes nothing; frame-sensitive peer-to-peer play. | Disponible en la herramienta |
| Mario Tennis Aces | 60 Hz | 100 bytes | estimado Nintendo publishes nothing; frame-sensitive peer-to-peer play. | Disponible en la herramienta |
| Marvel Rivals | 60 Hz | 200 bytes | verificado NetEase confirmed 60-tick servers at launch. | Disponible en la herramienta |
| Marvel Snap | 5 Hz | 60 bytes | estimado Simultaneous-turn card game: a handful of messages per turn, no continuous stream. | Disponible en la herramienta |
| Marvel Tokon: Fighting Souls | 60 Hz | 40 bytes | verificado Arc System Works fighter with rollback netcode: one input exchange per 60 fps frame, the same model as Guilty Gear -Strive-. | Disponible en la herramienta |
| Marvel vs. Capcom: Infinite | 60 Hz | 50 bytes | estimado Delay-based netcode at the 60 fps frame rate; Capcom publishes nothing. | Disponible en la herramienta |
| MechWarrior Online | 30 Hz | 200 bytes | estimado PGI publishes no tick rate; CryEngine-based dedicated servers. | Disponible en la herramienta |
| Mecha BREAK | 60 Hz | 250 bytes | estimado Amazing Seasun publishes no tick rate; 60 Hz is the community figure. | Disponible en la herramienta |
| Medieval Dynasty | 20 Hz | 250 bytes | estimado Render Cube publishes no rate; slow-paced co-op survival. | Disponible en la herramienta |
| Melty Blood: Type Lumina | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Metin2 | 20 Hz | 60 bytes | estimado Gameforge publishes no rate; a 2004 MMO with many private servers. | Disponible en la herramienta |
| Microsoft Flight Simulator | 10 Hz | 250 bytes | estimado Asobo publishes no rate; shared skies need only low-rate position updates. | Disponible en la herramienta |
| Midair: Community Edition | 60 Hz | 150 bytes | estimado Community-run successor to Tribes; the rate is a server setting. | Disponible en la herramienta |
| Midnight Ghost Hunt | 30 Hz | 150 bytes | estimado Vaulted Sky publishes no rate; Unreal-based asymmetric multiplayer. | Disponible en la herramienta |
| Minecraft | 20 Hz | 300 bytes | verificado Mojang's server runs a fixed 20 ticks per second (50 ms per tick); the whole game logic is defined against it. | Disponible en la herramienta |
| Miscreated | 30 Hz | 300 bytes | estimado Entrada publishes no rate; community-hosted survival servers. | Disponible en la herramienta |
| Mobile Legends: Bang Bang | 30 Hz | 60 bytes | estimado Moonton publishes no tick rate; 30 Hz is the genre-typical estimate for a mobile MOBA. | Disponible en la herramienta |
| Modern Warships | 30 Hz | 100 bytes | estimado Cube Software publishes no rate. | Disponible en la herramienta |
| Monopoly Plus | 5 Hz | 60 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Monster Energy Supercross 6 | 30 Hz | 150 bytes | estimado Milestone publishes no rate. | Disponible en la herramienta |
| Monster Hunter Rise | 30 Hz | 200 bytes | estimado Capcom publishes no rate; peer-hosted hunts. | Disponible en la herramienta |
| Monster Hunter Wilds | 30 Hz | 250 bytes | estimado Capcom publishes no rate; peer-hosted hunts. | Disponible en la herramienta |
| Monster Hunter World | 30 Hz | 200 bytes | estimado Capcom publishes no rate; peer-hosted hunts. | Disponible en la herramienta |
| Mordhau | 60 Hz | 200 bytes | estimado Triternion publishes no rate; Unreal dedicated servers, operator-tuned. | Disponible en la herramienta |
| Mortal Kombat 1 | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame. | Disponible en la herramienta |
| Mortal Online 2 | 30 Hz | 250 bytes | estimado Star Vault publishes no rate; Unreal-based full-loot MMO. | Disponible en la herramienta |
| MotoGP 24 | 30 Hz | 150 bytes | estimado Milestone publishes no network rate. | Disponible en la herramienta |
| Mount & Blade II: Bannerlord | 30 Hz | 200 bytes | estimado TaleWorlds publishes no rate; the official multiplayer and the community Bannerlord Online mod both depend on the server. | Disponible en la herramienta |
| Mount & Blade: Warband | 30 Hz | 200 bytes | estimado TaleWorlds publishes no rate; community-hosted servers. | Disponible en la herramienta |
| Moving Out 2 | 30 Hz | 80 bytes | estimado SMG Studio publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| MudRunner | 20 Hz | 200 bytes | estimado Saber publishes no rate; slow-paced peer-hosted co-op. | Disponible en la herramienta |
| MultiVersus | 60 Hz | 60 bytes | verificado Rollback netcode: one input exchange per 60 fps frame. | Disponible en la herramienta |
| My Hero Ultra Rumble | 30 Hz | 150 bytes | estimado Bandai Namco publishes nothing; 24-player battle royale. | Disponible en la herramienta |
| My Time at Sandrock | 20 Hz | 120 bytes | estimado Pathea publishes no rate; peer-hosted co-op mode. | Disponible en la herramienta |
| NBA 2K25 | 60 Hz | 150 bytes | estimado 2K publishes no tick rate; estimate at the 60 fps game rate. | Disponible en la herramienta |
| Naraka: Bladepoint | 60 Hz | 200 bytes | estimado NetEase publishes no rate; 60 Hz is the community figure. | Disponible en la herramienta |
| Naruto to Boruto: Shinobi Striker | 30 Hz | 150 bytes | estimado Bandai Namco publishes nothing; peer-hosted arena combat. | Disponible en la herramienta |
| Necesse | 30 Hz | 120 bytes | estimado Fair Games publishes no rate; dedicated servers for a 2D sandbox. | Disponible en la herramienta |
| Need for Speed Heat | 30 Hz | 150 bytes | estimado Ghost Games publishes no rate; peer-hosted open-world sessions. | Disponible en la herramienta |
| Need for Speed Hot Pursuit Remastered | 30 Hz | 150 bytes | estimado Criterion publishes no rate; peer-hosted races. | Disponible en la herramienta |
| Need for Speed Unbound | 30 Hz | 150 bytes | estimado Criterion publishes no rate; peer-hosted open-world sessions. | Disponible en la herramienta |
| Neverwinter | 20 Hz | 100 bytes | estimado Cryptic publishes no tick rate; genre-typical estimate. | Disponible en la herramienta |
| New World: Aeternum | 30 Hz | 150 bytes | estimado Amazon Games publishes no figure; 30 Hz is an estimate from the action-combat behaviour. | Disponible en la herramienta |
| Nickelodeon All-Star Brawl 2 | 60 Hz | 60 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Nidhogg 2 | 60 Hz | 60 bytes | estimado Messhof publishes no rate; frame-accurate 2D duelling. | Disponible en la herramienta |
| Nightingale | 30 Hz | 300 bytes | estimado Inflexion publishes no rate; Unreal-based shared-world survival. | Disponible en la herramienta |
| Nintendo Switch Sports | 30 Hz | 100 bytes | estimado Nintendo publishes nothing; peer-to-peer matches. | Disponible en la herramienta |
| Nioh 2 | 30 Hz | 150 bytes | estimado Team Ninja publishes no rate; peer-to-peer co-op. | Disponible en la herramienta |
| No Man's Sky | 30 Hz | 250 bytes | estimado Hello Games publishes no tick rate; peer-based multiplayer over a lobby service. | Disponible en la herramienta |
| Northgard | 10 Hz | 100 bytes | estimado Lockstep simulation: clients exchange commands and each simulates the same result, so there is no position stream and no published tick. | Disponible en la herramienta |
| NosTale | 20 Hz | 60 bytes | estimado Gameforge publishes no rate; tile-based movement. | Disponible en la herramienta |
| Old School RuneScape | 2 Hz | 30 bytes | verificado The OSRS game tick is exactly 600 ms (1.67 Hz), documented by Jagex and central to the game's mechanics. This test sends 2 Hz because the catalogue holds whole numbers - see the note on the page. | Disponible en la herramienta |
| Old World | 2 Hz | 100 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Once Human | 30 Hz | 300 bytes | estimado Starry Studio publishes no tick rate; Unreal-based shared-world survival. | Disponible en la herramienta |
| One Piece: Pirate Warriors 4 | 30 Hz | 150 bytes | estimado Bandai Namco publishes nothing; peer-hosted co-op. | Disponible en la herramienta |
| Onward | 60 Hz | 200 bytes | estimado Downpour publishes no rate; VR tactical shooter. | Disponible en la herramienta |
| OrbusVR: Reborn | 30 Hz | 150 bytes | estimado Ad Alternum publishes no rate; VR MMO. | Disponible en la herramienta |
| Outriders | 30 Hz | 250 bytes | estimado People Can Fly publishes no rate; server-brokered co-op. | Disponible en la herramienta |
| Overcooked! 2 | 30 Hz | 80 bytes | estimado Team17 publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Overwatch 2 | 63 Hz | 200 bytes | verificado Blizzard set the default tick rate to 63 Hz with the high-bandwidth rollout (up from 21 Hz); the in-game netgraph reports 63-64 PPS. | Disponible en la herramienta |
| PGA Tour 2K23 | 30 Hz | 80 bytes | estimado 2K publishes no network rate; turn-based play needs no high rate. | Disponible en la herramienta |
| PUBG Mobile | 20 Hz | 80 bytes | estimado Tencent publishes no tick rate. 20 Hz is the community figure for the mobile battle royale and what the page has always stated. | Disponible en la herramienta |
| PUBG: BATTLEGROUNDS | 60 Hz | 300 bytes | verificado Krafton raised the PC servers to 60 Hz and reports the rate in the in-game network debug overlay. | Disponible en la herramienta |
| Painkiller | 60 Hz | 150 bytes | estimado No published rate; community-hosted arena servers. | Disponible en la herramienta |
| Paladins | 60 Hz | 150 bytes | estimado Hi-Rez publishes no rate; Unreal 3-based hero shooter. | Disponible en la herramienta |
| Palia | 20 Hz | 120 bytes | estimado Singularity 6 publishes no rate; shared-world cosy MMO. | Disponible en la herramienta |
| Palworld | 30 Hz | 350 bytes | estimado Pocketpair publishes no tick rate; dedicated servers expose no rate setting. Unreal's default replication is 30 Hz. | Disponible en la herramienta |
| Party Animals | 60 Hz | 150 bytes | estimado Recreate Games publishes no rate; physics-driven brawler. | Disponible en la herramienta |
| Pavlov VR | 60 Hz | 200 bytes | estimado Vankrupt publishes no rate; community-hosted Unreal servers. | Disponible en la herramienta |
| Payday 3 | 30 Hz | 200 bytes | estimado Starbreeze publishes no tick rate; Unreal defaults. | Disponible en la herramienta |
| Phasmophobia | 30 Hz | 150 bytes | estimado Kinetic Games publishes no tick rate; peer-hosted over Photon. | Disponible en la herramienta |
| Pirate101 | 10 Hz | 60 bytes | estimado KingsIsle publishes no rate; turn-based combat. | Disponible en la herramienta |
| Pirates of the Caribbean Online (TLOPO) | 20 Hz | 80 bytes | estimado Fan-run revival; the rate is a server setting. | Disponible en la herramienta |
| PlanetSide 2 | 30 Hz | 350 bytes | estimado Daybreak publishes no rate; ForgeLight continents hold hundreds of players and the rate is adaptive. | Disponible en la herramienta |
| Planetary Annihilation: TITANS | 10 Hz | 120 bytes | estimado Uber publishes no rate; server-side simulation streamed to clients. | Disponible en la herramienta |
| PlateUp! | 30 Hz | 80 bytes | estimado It's Happening publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Pokemon UNITE | 30 Hz | 80 bytes | estimado TiMi publishes no rate; genre-typical estimate for a mobile MOBA. | Disponible en la herramienta |
| Pokken Tournament DX | 60 Hz | 60 bytes | estimado Nintendo publishes nothing; peer-to-peer matches at the game's frame rate. | Disponible en la herramienta |
| Population: One | 60 Hz | 200 bytes | estimado BigBox publishes no rate; VR battle royale. | Disponible en la herramienta |
| Portal 2 Co-op | 60 Hz | 150 bytes | estimado Source engine peer-hosted co-op; no fixed public server rate. | Disponible en la herramienta |
| Power Rangers: Battle for the Grid | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Predecessor | 60 Hz | 150 bytes | estimado Omeda publishes no rate; Unreal-based MOBA. | Disponible en la herramienta |
| Project L (2XKO) | 60 Hz | 50 bytes | verificado Riot built 2XKO on rollback netcode from the start: one input exchange per 60 fps frame. | Disponible en la herramienta |
| Project Winter | 30 Hz | 100 bytes | estimado Other Ocean publishes no rate; social deduction survival. | Disponible en la herramienta |
| Project Zomboid | 30 Hz | 250 bytes | estimado The Indie Stone publishes no rate; zombies near a player are simulated by that client, so there is no single server-side rate to quote. | Disponible en la herramienta |
| Pummel Party | 30 Hz | 100 bytes | estimado Rebuilt Games publishes no rate; peer-hosted board-game party title. | Disponible en la herramienta |
| Quake Champions | 60 Hz | 150 bytes | estimado id Software publishes no rate; 60 Hz is the community figure. | Disponible en la herramienta |
| Quake II Remastered | 40 Hz | 100 bytes | estimado id Tech 2 derivative; the remaster's server rate is not published. | Disponible en la herramienta |
| Quake III Arena | 40 Hz | 100 bytes | verificado id Tech 3: sv_fps, 20 by default and 40 on most competitive servers. | Disponible en la herramienta |
| Quake Live | 40 Hz | 100 bytes | verificado id Tech 3: sv_fps sets the server frame rate, 40 on competitive configs. | Disponible en la herramienta |
| R.E.P.O. | 30 Hz | 150 bytes | estimado semiwork publishes no tick rate; peer-hosted co-op on Unity defaults. | Disponible en la herramienta |
| RIDE 5 | 30 Hz | 150 bytes | estimado Milestone publishes no rate. | Disponible en la herramienta |
| ROSE Online | 20 Hz | 80 bytes | estimado Publisher figure does not exist; tab-target MMO. | Disponible en la herramienta |
| Raft | 30 Hz | 200 bytes | estimado Redbeet publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Ragnarok Online | 10 Hz | 60 bytes | estimado Gravity publishes no rate; tile-based movement, a 2002 MMO. | Disponible en la herramienta |
| Ragnarok Origin | 20 Hz | 80 bytes | estimado Gravity publishes no rate for the mobile remake. | Disponible en la herramienta |
| Railway Empire 2 | 5 Hz | 100 bytes | estimado Lockstep simulation: clients exchange commands and each simulates the same result, so there is no position stream and no published tick. | Disponible en la herramienta |
| Rainbow Six Siege | 60 Hz | 200 bytes | verificado Ubisoft raised Siege from 50 Hz to 60 Hz with update 4.1 (December 2017) across all platforms. | Disponible en la herramienta |
| Realm Royale Reforged | 30 Hz | 200 bytes | estimado Hi-Rez publishes no rate; Unreal-based battle royale. | Disponible en la herramienta |
| Rec Room | 30 Hz | 200 bytes | estimado Rec Room publishes no rate; room-based sessions on Photon. | Disponible en la herramienta |
| Red Dead Online | 20 Hz | 300 bytes | estimado Rockstar publishes no rate; peer-to-peer sessions like GTA Online. | Disponible en la herramienta |
| Red Orchestra 2 | 30 Hz | 250 bytes | estimado Tripwire publishes no rate; Unreal 3 dedicated servers. | Disponible en la herramienta |
| RedM | 30 Hz | 350 bytes | estimado Same architecture as FiveM: the server operator decides the rate. | Disponible en la herramienta |
| Remnant II | 30 Hz | 250 bytes | estimado Gunfire Games publishes no rate; peer-hosted co-op on Unreal defaults. | Disponible en la herramienta |
| Resonite | 30 Hz | 200 bytes | estimado Yellow Dog Man publishes no rate; peer-hosted social VR sessions. | Disponible en la herramienta |
| RetroArch Netplay | 60 Hz | 50 bytes | verificado RetroArch netplay exchanges input per emulated frame, 60 fps for most cores. | Disponible en la herramienta |
| Riders Republic | 30 Hz | 200 bytes | estimado Ubisoft publishes no rate; shared-world sports. | Disponible en la herramienta |
| Rift | 20 Hz | 80 bytes | estimado Gamigo publishes no tick rate; genre-typical estimate for a tab-target MMO in maintenance mode. | Disponible en la herramienta |
| Rising Storm 2: Vietnam | 30 Hz | 250 bytes | estimado Tripwire publishes no rate; Unreal 3 dedicated servers. | Disponible en la herramienta |
| Risk of Rain 2 | 60 Hz | 200 bytes | estimado Hopoo publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Rivals of Aether | 60 Hz | 60 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Roblox | 20 Hz | 150 bytes | verificado Roblox's default network settings: PhysicsSendRate and ClientPhysicsSendRate 20 Hz, DataSendRate 30 Hz. The 60 Hz often quoted is the old task-scheduler cap, not replication. | Disponible en la herramienta |
| Roboquest | 60 Hz | 150 bytes | estimado RyseUp publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Rocket League | 120 Hz | 150 bytes | estimado Two different rates, both real: Psyonix simulates physics at 120 Hz on client and server (GDC), but the server sends network updates at about 60 Hz. 120 is the conservative upper bound and what this test sends. | Disponible en la herramienta |
| Rocket League Sideswipe | 60 Hz | 60 bytes | estimado Psyonix publishes no separate figure for the mobile title; estimate from the PC game's update rate. | Disponible en la herramienta |
| Rogue Company | 60 Hz | 200 bytes | estimado Hi-Rez publishes no rate; Unreal-based. | Disponible en la herramienta |
| Roof Rage | 60 Hz | 60 bytes | estimado Early Melon publishes nothing; platform fighter with rollback. | Disponible en la herramienta |
| RuneScape | 2 Hz | 30 bytes | verificado Same 600 ms game tick as Old School RuneScape (1.67 Hz); the catalogue holds whole numbers, so this test sends 2 Hz. | Disponible en la herramienta |
| Rust | 30 Hz | 350 bytes | verificado server.tickrate - the Facepunch default is 30 and most community servers leave it there; it is an operator setting, not a fixed property. | Disponible en la herramienta |
| SCUM | 30 Hz | 350 bytes | estimado Gamepires publishes no rate; Unreal dedicated servers, operator-tuned. The catalogue previously held this game twice. | Disponible en la herramienta |
| Saints Row | 30 Hz | 200 bytes | estimado Volition published no rate; peer-hosted open-world co-op. | Disponible en la herramienta |
| Samurai Shodown | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Satisfactory | 30 Hz | 350 bytes | estimado Coffee Stain publishes no rate; Unreal dedicated servers - factory state, not twitch traffic. | Disponible en la herramienta |
| Scrap Mechanic | 30 Hz | 200 bytes | estimado Axolot publishes no rate; peer-hosted physics sandbox. | Disponible en la herramienta |
| Sea of Thieves | 30 Hz | 250 bytes | estimado Rare publishes no tick rate; Unreal-based dedicated servers, default replication 30 Hz. | Disponible en la herramienta |
| Second Life | 10 Hz | 150 bytes | estimado Linden Lab's simulators run a 45 fps frame loop but send far fewer network updates; no published network rate. | Disponible en la herramienta |
| Secret World Legends | 30 Hz | 100 bytes | estimado Funcom publishes no rate. | Disponible en la herramienta |
| Serious Sam 4 | 30 Hz | 200 bytes | estimado Croteam publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Session: Skate Sim | 30 Hz | 120 bytes | estimado Crea-ture publishes no rate; peer-hosted sessions. | Disponible en la herramienta |
| Shadow Warrior 2 | 30 Hz | 200 bytes | estimado Flying Wild Hog publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Shaiya | 20 Hz | 80 bytes | estimado Aeria publishes no rate; a 2007 tab-target MMO. | Disponible en la herramienta |
| Shatterline | 60 Hz | 200 bytes | estimado Frag Lab publishes no rate. | Disponible en la herramienta |
| Shell Shockers | 60 Hz | 60 bytes | estimado Browser FPS; no published rate, 60 Hz is the community figure. | Disponible en la herramienta |
| ShellShock Live | 30 Hz | 80 bytes | estimado kChamp publishes no rate; turn-based artillery, no continuous stream. | Disponible en la herramienta |
| Silkroad Online | 20 Hz | 80 bytes | estimado Joymax publishes no rate; a 2005 tab-target MMO. | Disponible en la herramienta |
| SimCity BuildIt | 5 Hz | 60 bytes | estimado EA publishes no rate; asynchronous mobile city builder. | Disponible en la herramienta |
| Skate. | 60 Hz | 150 bytes | estimado Full Circle publishes no rate; always-online shared skate park. | Disponible en la herramienta |
| Skater XL | 30 Hz | 120 bytes | estimado Easy Day publishes no rate; peer-hosted sessions. | Disponible en la herramienta |
| Sker Ritual | 30 Hz | 200 bytes | estimado Wales Interactive publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Skribbl.io | 5 Hz | 40 bytes | estimado Drawing game: strokes and chat only, no continuous state stream. | Disponible en la herramienta |
| Skullgirls | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Slap City | 60 Hz | 60 bytes | estimado Ludosity publishes nothing; platform fighter with rollback. | Disponible en la herramienta |
| Slither.io | 30 Hz | 40 bytes | estimado Browser game over WebSocket; no published rate. | Disponible en la herramienta |
| Smalland: Survive the Wilds | 30 Hz | 250 bytes | estimado Merge Games publishes no rate; Unreal-based co-op survival. | Disponible en la herramienta |
| Smite | 30 Hz | 120 bytes | estimado Hi-Rez publishes no rate; Unreal 3-based MOBA. | Disponible en la herramienta |
| Smite 2 | 30 Hz | 150 bytes | estimado Hi-Rez publishes no rate; Unreal 5 rebuild. | Disponible en la herramienta |
| SnowRunner | 20 Hz | 200 bytes | estimado Saber publishes no rate; slow-paced peer-hosted co-op. | Disponible en la herramienta |
| Soldat | 100 Hz | 60 bytes | estimado Community-hosted 2D shooter; the server rate is an operator setting, commonly high. | Disponible en la herramienta |
| Soldat 2 | 120 Hz | 80 bytes | estimado Community-hosted 2D shooter; the server rate is an operator setting. | Disponible en la herramienta |
| Sonic Rumble | 30 Hz | 100 bytes | estimado SEGA publishes no tick rate; estimate for a 32-player casual party game. | Disponible en la herramienta |
| Sons of the Forest | 30 Hz | 300 bytes | estimado Endnight publishes no tick rate; Unity-based co-op, host-dependent. | Disponible en la herramienta |
| SoulCalibur VI | 60 Hz | 60 bytes | estimado Delay-based netcode at the 60 fps frame rate; Bandai Namco publishes nothing. | Disponible en la herramienta |
| SoulWorker | 30 Hz | 100 bytes | estimado Lion Games publishes no rate; instanced action combat. | Disponible en la herramienta |
| Space Engineers | 30 Hz | 300 bytes | estimado Keen publishes no rate; dedicated servers with operator-tuned sync distance. | Disponible en la herramienta |
| Space Station 13 | 10 Hz | 150 bytes | estimado BYOND-based, community-hosted; the server tick is a configuration value, commonly 10 Hz. | Disponible en la herramienta |
| Space Station 14 | 20 Hz | 150 bytes | estimado Open source: the RobustToolbox server tick rate is configurable, commonly 30; community servers vary. | Disponible en la herramienta |
| Special Force 2 | 60 Hz | 150 bytes | estimado Dragonfly publishes no rate. | Disponible en la herramienta |
| SpeedRunners | 60 Hz | 80 bytes | estimado tinyBuild publishes no rate; fast 2D racing needs a high rate. | Disponible en la herramienta |
| SpiderHeck | 60 Hz | 80 bytes | estimado Neverjam publishes no rate; peer-hosted physics brawler. | Disponible en la herramienta |
| Splatoon 2 | 16 Hz | 120 bytes | estimado Nintendo publishes nothing; peer-to-peer matches. | Disponible en la herramienta |
| Splatoon 3 | 16 Hz | 120 bytes | estimado Nintendo publishes nothing; peer-to-peer matches, and the low rate matches the observed lag compensation. | Disponible en la herramienta |
| Splitgate | 60 Hz | 200 bytes | estimado 1047 Games publishes no rate for the original; Unreal-based dedicated servers. | Disponible en la herramienta |
| Splitgate 2 | 64 Hz | 200 bytes | estimado 1047 Games publishes no rate; 64 Hz is the community figure carried over from the first game. | Disponible en la herramienta |
| SpongeBob SquarePants: Battle for Bikini Bottom | 30 Hz | 100 bytes | estimado Purple Lamp publishes no rate; peer-hosted multiplayer mode. | Disponible en la herramienta |
| Squad | 30 Hz | 350 bytes | estimado Offworld publishes no rate; 100-player Unreal servers, operator-tuned. | Disponible en la herramienta |
| Squad 44 | 30 Hz | 350 bytes | estimado Formerly Post Scriptum. Periscope publishes no rate; Unreal-based, operator-tuned. | Disponible en la herramienta |
| Standoff 2 | 60 Hz | 120 bytes | estimado Axlebolt publishes no tick rate; estimate for a CS-style mobile shooter. | Disponible en la herramienta |
| Star Citizen | 30 Hz | 500 bytes | estimado CIG publishes server frame rate, not a fixed tick rate, and it varies heavily with server population. | Disponible en la herramienta |
| Star Stable Online | 20 Hz | 100 bytes | estimado Star Stable publishes no rate; shared-world riding MMO. | Disponible en la herramienta |
| Star Trek Online | 15 Hz | 100 bytes | estimado Cryptic publishes no tick rate; estimate from the slower ship-combat pacing. | Disponible en la herramienta |
| Star Wars: Galaxies Restoration | 20 Hz | 100 bytes | estimado Fan-run emulator server; the rate is a server setting, not a publisher figure. | Disponible en la herramienta |
| Star Wars: The Old Republic | 20 Hz | 100 bytes | estimado BioWare publishes no tick rate; genre-typical estimate. | Disponible en la herramienta |
| StarCraft II | 22 Hz | 80 bytes | verificado SC2's simulation runs at 22.4 game loops per second on Faster speed - the number every build order and APM figure is measured against. | Disponible en la herramienta |
| StarCraft: Remastered | 20 Hz | 80 bytes | estimado Lockstep simulation: clients exchange commands and each simulates the same result, so there is no position stream and no published tick. | Disponible en la herramienta |
| Starbound | 30 Hz | 150 bytes | estimado Chucklefish publishes no rate; dedicated servers for a 2D sandbox. | Disponible en la herramienta |
| Stardew Valley | 10 Hz | 100 bytes | estimado ConcernedApe publishes no rate; peer-hosted farming co-op with no time pressure. | Disponible en la herramienta |
| State of Decay 2 | 20 Hz | 250 bytes | estimado Undead Labs publishes no rate; peer-hosted drop-in co-op. | Disponible en la herramienta |
| Steep | 30 Hz | 150 bytes | estimado Ubisoft publishes no rate; shared-world sports. | Disponible en la herramienta |
| Stellaris | 5 Hz | 100 bytes | estimado Paradox clockwork simulation, no published network rate. The catalogue previously held this game twice, at 2 and at 5 Hz. | Disponible en la herramienta |
| Stick Fight: The Game | 60 Hz | 60 bytes | estimado Landfall publishes no rate; peer-hosted physics brawler. | Disponible en la herramienta |
| Stormworks: Build and Rescue | 30 Hz | 250 bytes | estimado Geometa publishes no rate; peer-hosted physics sandbox. | Disponible en la herramienta |
| Street Fighter 6 | 60 Hz | 50 bytes | verificado Rollback netcode (Capcom's own): inputs are exchanged once per 60 fps frame, peer to peer, and rolled back on mismatch. | Disponible en la herramienta |
| Street Fighter V | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Strinova | 60 Hz | 200 bytes | estimado iDreamSky publishes no tick rate; 60 Hz is the community figure for the hero shooter. | Disponible en la herramienta |
| Stumble Guys | 20 Hz | 60 bytes | estimado Scopely publishes no tick rate; estimate for a 32-player casual party game. | Disponible en la herramienta |
| Sudden Attack | 60 Hz | 150 bytes | estimado Nexon publishes no rate; a Korean free-to-play tactical shooter. | Disponible en la herramienta |
| Suicide Squad: Kill the Justice League | 30 Hz | 250 bytes | estimado Rocksteady publishes no rate; always-online co-op. | Disponible en la herramienta |
| Sun Haven | 10 Hz | 100 bytes | estimado Pixel Sprout publishes no rate; peer-hosted farming co-op. | Disponible en la herramienta |
| Sunkenland | 30 Hz | 250 bytes | estimado Vector3 publishes no rate; peer- and server-hosted survival. | Disponible en la herramienta |
| Super Animal Royale | 30 Hz | 80 bytes | estimado Pixile publishes no rate; 64-player top-down battle royale. | Disponible en la herramienta |
| Super Mario Maker 2 | 20 Hz | 100 bytes | estimado Nintendo publishes nothing; peer-to-peer multiplayer versus. | Disponible en la herramienta |
| Super Mario Party Jamboree | 20 Hz | 100 bytes | estimado Nintendo publishes nothing; turn-based board play needs no high rate. | Disponible en la herramienta |
| Super Smash Bros. Ultimate | 60 Hz | 60 bytes | estimado Delay-based netcode at the 60 fps frame rate; Nintendo publishes nothing, and the online behaviour differs from rollback titles. | Disponible en la herramienta |
| Supreme Commander: Forged Alliance Forever | 10 Hz | 120 bytes | estimado Community-run FAF servers; lockstep simulation where the slowest player sets the pace. | Disponible en la herramienta |
| Surviv.io | 30 Hz | 60 bytes | estimado Browser battle royale, now community-hosted; no published rate. | Disponible en la herramienta |
| Suspects: Mystery Mansion | 20 Hz | 60 bytes | estimado Wildlife publishes no rate; mobile social deduction. | Disponible en la herramienta |
| Sven Co-op | 30 Hz | 150 bytes | estimado GoldSrc co-op; the operator sets sys_ticrate, 30 is a common co-op value. | Disponible en la herramienta |
| Sword Art Online: Last Recollection | 30 Hz | 120 bytes | estimado Bandai Namco publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Synergy (Half-Life 2 Co-op) | 33 Hz | 150 bytes | estimado Source engine mod; the operator sets the tickrate, commonly 33 like Garry's Mod. | Disponible en la herramienta |
| Tabletop Simulator | 20 Hz | 100 bytes | estimado Berserk publishes no rate; peer-hosted physics sandbox with no time pressure. | Disponible en la herramienta |
| Tanki Online | 30 Hz | 80 bytes | estimado Browser-based tank shooter; no published rate. | Disponible en la herramienta |
| Tannenberg | 60 Hz | 200 bytes | estimado M2H/BlackMill publish no rate; community-hosted Unity servers. | Disponible en la herramienta |
| Team Fortress 2 | 66 Hz | 150 bytes | verificado Valve servers produce 66.7 states per second; cl_updaterate is capped at 66. | Disponible en la herramienta |
| Team Sonic Racing | 30 Hz | 120 bytes | estimado Sumo publishes no rate; peer-hosted kart racing. | Disponible en la herramienta |
| Teamfight Tactics | 10 Hz | 80 bytes | estimado Riot publishes no rate for TFT; the game is round-based, so only commands and board state travel. | Disponible en la herramienta |
| Teeworlds | 50 Hz | 60 bytes | verificado Open source: the Teeworlds server ticks at a fixed 50 Hz, which the physics are defined against. | Disponible en la herramienta |
| Tekken 8 | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers. | Disponible en la herramienta |
| TerraTech | 30 Hz | 200 bytes | estimado Payload publishes no rate; peer-hosted physics sandbox. | Disponible en la herramienta |
| Terraforming Mars | 5 Hz | 60 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Terraria | 30 Hz | 150 bytes | estimado Re-Logic publishes no tick rate; the world simulation is 60 Hz but network updates are sent far less often. | Disponible en la herramienta |
| The Crew Motorfest | 30 Hz | 150 bytes | estimado Ivory Tower publishes no rate; always-online shared world. | Disponible en la herramienta |
| The Division 2 | 30 Hz | 250 bytes | estimado Ubisoft publishes no rate; server-authoritative shared world. | Disponible en la herramienta |
| The Elder Scrolls Online | 20 Hz | 100 bytes | estimado ZeniMax publishes no figure; 20 Hz is the community estimate and consistent with the ability-queue behaviour. | Disponible en la herramienta |
| The Finals | 60 Hz | 250 bytes | estimado 60 Hz is widely reported and consistent with Embark's own netcode talks, but never officially confirmed. | Disponible en la herramienta |
| The First Descendant | 30 Hz | 200 bytes | estimado Nexon publishes no tick rate; Unreal defaults for the co-op looter. | Disponible en la herramienta |
| The Forest | 30 Hz | 250 bytes | estimado Endnight publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| The King of Fighters XV | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| The Texas Chain Saw Massacre | 30 Hz | 200 bytes | estimado Gun Interactive publishes no rate; Unreal-based asymmetric horror. | Disponible en la herramienta |
| Them's Fightin' Herds | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Throne and Liberty | 30 Hz | 120 bytes | estimado NCSoft publishes no tick rate; genre-typical estimate. | Disponible en la herramienta |
| Throne of Lies | 5 Hz | 40 bytes | estimado Text-driven social deduction; no continuous state stream. | Disponible en la herramienta |
| Tibia | 10 Hz | 40 bytes | estimado CipSoft publishes no rate; tile-based movement needs no high rate. | Disponible en la herramienta |
| Ticket to Ride | 5 Hz | 40 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Tiny Tina's Wonderlands | 30 Hz | 250 bytes | estimado Gearbox publishes no rate; peer-hosted co-op on Unreal defaults. | Disponible en la herramienta |
| Titanfall 2 | 60 Hz | 200 bytes | estimado Respawn publishes no rate for Titanfall 2; community measurements put it near 60. | Disponible en la herramienta |
| Tony Hawk's Pro Skater 1+2 | 30 Hz | 120 bytes | estimado Vicarious Visions published no rate; peer-hosted online sessions. | Disponible en la herramienta |
| Toontown Rewritten | 20 Hz | 60 bytes | estimado Fan-run servers; no publisher figure exists. | Disponible en la herramienta |
| Total War: Warhammer III | 20 Hz | 120 bytes | estimado Lockstep command exchange for multiplayer battles; Creative Assembly publishes no rate. | Disponible en la herramienta |
| Tower of Fantasy | 30 Hz | 100 bytes | estimado Hotta Studio publishes no tick rate; genre-typical estimate for a shared-world action MMO. | Disponible en la herramienta |
| TowerFall Ascension | 60 Hz | 60 bytes | estimado Matt Makes Games publishes no rate; frame-accurate 2D combat. | Disponible en la herramienta |
| Town of Salem 2 | 5 Hz | 60 bytes | estimado BlankMediaGames publishes no rate; text-driven social deduction, no position stream. | Disponible en la herramienta |
| Trackmania | 100 Hz | 150 bytes | estimado Nadeo publishes no network rate; the physics run at 100 Hz and inputs are frame-exact, which is why the figure is high. | Disponible en la herramienta |
| Trailmakers | 30 Hz | 200 bytes | estimado Flashbulb publishes no rate; peer-hosted physics sandbox. | Disponible en la herramienta |
| Transformice | 60 Hz | 40 bytes | estimado Atelier 801 publishes no rate; fast 2D platforming. | Disponible en la herramienta |
| Tree of Savior | 20 Hz | 100 bytes | estimado IMC publishes no rate; tab-target MMO. | Disponible en la herramienta |
| Tribes 3: Rivals | 60 Hz | 200 bytes | estimado Prophecy Games publishes no rate; Unreal-based. | Disponible en la herramienta |
| Tropico 6 | 5 Hz | 100 bytes | estimado Lockstep simulation: clients exchange commands and each simulates the same result, so there is no position stream and no published tick. | Disponible en la herramienta |
| Trove | 20 Hz | 80 bytes | estimado Gamigo publishes no tick rate; genre-typical estimate. | Disponible en la herramienta |
| Turbo Golf Racing | 60 Hz | 120 bytes | estimado Hugecalf publishes no rate; Unreal-based arcade sport. | Disponible en la herramienta |
| Turok 2: Seeds of Evil | 60 Hz | 150 bytes | estimado Nightdive publishes no rate; community-hosted arena servers. | Disponible en la herramienta |
| Twin Saga | 20 Hz | 80 bytes | estimado X-Legend publishes no rate; tab-target MMO. The catalogue previously held this game twice, once under the name 'Twin Saga Online'. | Disponible en la herramienta |
| UFL | 60 Hz | 150 bytes | estimado Strikerz publishes no rate; estimate at the 60 fps game rate. | Disponible en la herramienta |
| Ultima Online | 10 Hz | 60 bytes | estimado Broadsword publishes no rate; a 1997 tile-based MMO. | Disponible en la herramienta |
| Ultimate Chicken Horse | 30 Hz | 80 bytes | estimado Clever Endeavour publishes no rate; peer-hosted party platformer. | Disponible en la herramienta |
| Under Night In-Birth II | 60 Hz | 50 bytes | verificado Rollback netcode: one input exchange per 60 fps frame between the two peers, re-simulated locally on mismatch. | Disponible en la herramienta |
| Unfortunate Spacemen | 30 Hz | 150 bytes | estimado Geoff Keene publishes no rate; Unity-based social deduction shooter. | Disponible en la herramienta |
| Uno | 5 Hz | 40 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Unreal Tournament 2004 | 60 Hz | 150 bytes | estimado Unreal Engine 2 dedicated servers; NetServerMaxTickRate is an operator setting, commonly 60. | Disponible en la herramienta |
| Unreal Tournament 4 | 60 Hz | 150 bytes | estimado Development stopped, but community servers still run; NetServerMaxTickRate is an operator setting. | Disponible en la herramienta |
| Unturned | 30 Hz | 250 bytes | estimado Smartly Dressed Games publishes no rate; community-hosted servers. | Disponible en la herramienta |
| VRChat | 45 Hz | 250 bytes | estimado Built on Photon; the rate depends on instance size and VRChat publishes no figure. | Disponible en la herramienta |
| Valheim | 20 Hz | 300 bytes | estimado Iron Gate publishes no tick rate; the world is peer- or server-hosted with a low update rate. | Disponible en la herramienta |
| Valorant | 128 Hz | 200 bytes | verificado Riot Games: every match on 128 Hz servers, no tiered pools; 99.3% of servers met the 128-tick requirement as of patch 5.07. | Disponible en la herramienta |
| Veloren | 30 Hz | 200 bytes | estimado Open source voxel RPG; the server tick is configurable and not fixed by a publisher. | Disponible en la herramienta |
| Verdun | 60 Hz | 200 bytes | estimado M2H/BlackMill publish no rate; community-hosted Unity servers. | Disponible en la herramienta |
| Vermintide 2 | 30 Hz | 200 bytes | estimado Fatshark publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Vindictus | 30 Hz | 100 bytes | estimado Nexon publishes no rate; instanced action combat. | Disponible en la herramienta |
| Vintage Story | 30 Hz | 200 bytes | estimado Anego publishes no rate; dedicated servers for a voxel survival game. | Disponible en la herramienta |
| Virtua Fighter 5 | 60 Hz | 60 bytes | estimado Delay-based netcode at the 60 fps frame rate; SEGA publishes nothing. | Disponible en la herramienta |
| Voidtrain | 30 Hz | 200 bytes | estimado Nearga publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| WARDOGS | 30 Hz | 250 bytes | estimado Bulkhead publishes no tick rate; 30 Hz is the figure reported for the official early-access servers. | Disponible en la herramienta |
| WWE 2K24 | 30 Hz | 100 bytes | estimado 2K publishes no network rate; estimate. | Disponible en la herramienta |
| Walkabout Mini Golf | 30 Hz | 100 bytes | estimado Mighty Coconut publishes no rate; turn-based VR golf. | Disponible en la herramienta |
| War Selection | 10 Hz | 100 bytes | estimado Glyph Worlds publishes no rate; browser-hosted RTS. | Disponible en la herramienta |
| War Thunder | 30 Hz | 200 bytes | estimado Gaijin has never answered the question in its own forum; community measurements suggest around 40 Hz. | Disponible en la herramienta |
| War Thunder Mobile | 30 Hz | 120 bytes | estimado Gaijin publishes no rate for the mobile title. | Disponible en la herramienta |
| Warcraft III: Reforged | 20 Hz | 80 bytes | estimado Lockstep command exchange; Blizzard publishes no network rate. | Disponible en la herramienta |
| Warface | 60 Hz | 200 bytes | estimado MY.GAMES publishes no rate; CryEngine dedicated servers. | Disponible en la herramienta |
| Warframe | 30 Hz | 150 bytes | estimado Peer-hosted missions - the host machine sets the rate. Digital Extremes publishes no figure. | Disponible en la herramienta |
| Warhammer 40,000: Battlesector | 5 Hz | 80 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Warhammer 40,000: Darktide | 30 Hz | 250 bytes | estimado Fatshark publishes no rate; peer-hosted co-op on the Autodesk Stingray fork. | Disponible en la herramienta |
| Warhammer 40,000: Dawn of War II | 20 Hz | 120 bytes | estimado Lockstep simulation: clients exchange commands and each simulates the same result, so there is no position stream and no published tick. | Disponible en la herramienta |
| Warhammer 40,000: Dawn of War III | 20 Hz | 120 bytes | estimado Lockstep simulation: clients exchange commands and each simulates the same result, so there is no position stream and no published tick. | Disponible en la herramienta |
| Warhammer 40,000: Space Marine 2 | 30 Hz | 250 bytes | estimado Saber publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| Watch Dogs: Legion | 30 Hz | 200 bytes | estimado Ubisoft publishes no rate; peer-hosted online modes. | Disponible en la herramienta |
| Werewolf Online | 5 Hz | 40 bytes | estimado Text-driven social deduction; no continuous state stream. | Disponible en la herramienta |
| Wild Hearts | 30 Hz | 200 bytes | estimado Omega Force publishes no rate; peer-hosted hunts. | Disponible en la herramienta |
| Wizard101 | 10 Hz | 60 bytes | estimado KingsIsle publishes no rate; turn-based combat needs no high rate. | Disponible en la herramienta |
| Wo Long: Fallen Dynasty | 30 Hz | 150 bytes | estimado Team Ninja publishes no rate; peer-to-peer co-op. | Disponible en la herramienta |
| Wolvesville | 5 Hz | 40 bytes | estimado Text-driven social deduction; no continuous state stream. | Disponible en la herramienta |
| World War Z | 30 Hz | 200 bytes | estimado Saber publishes no rate; peer-hosted co-op. | Disponible en la herramienta |
| World of Tanks | 30 Hz | 150 bytes | estimado Wargaming publishes no tick rate; the server-side aim reticle implies a fixed server authority but no published figure. | Disponible en la herramienta |
| World of Tanks Blitz | 30 Hz | 100 bytes | estimado Wargaming publishes no rate for the mobile title. | Disponible en la herramienta |
| World of Warcraft | 20 Hz | 80 bytes | verificado WoW servers process movement and combat at roughly 20 ticks per second (Wowpedia, Tickrate); historically it started at 4 Hz. | Disponible en la herramienta |
| World of Warships | 30 Hz | 150 bytes | estimado Wargaming publishes no tick rate; the slower ship pacing tolerates a lower rate. | Disponible en la herramienta |
| Worms Armageddon | 30 Hz | 80 bytes | estimado Team17 publishes no rate; turn-based artillery. | Disponible en la herramienta |
| Worms W.M.D | 30 Hz | 80 bytes | estimado Team17 publishes no rate; turn-based artillery. | Disponible en la herramienta |
| Wreckfest | 30 Hz | 200 bytes | estimado Bugbear publishes no rate; peer- and server-hosted destruction racing. | Disponible en la herramienta |
| Wurm Online | 10 Hz | 150 bytes | estimado Code Club publishes no rate; slow-paced sandbox MMO. | Disponible en la herramienta |
| Wuthering Waves | 30 Hz | 100 bytes | estimado Kuro Games publishes no tick rate; estimate for an always-online action title. | Disponible en la herramienta |
| XCOM 2 | 5 Hz | 100 bytes | estimado Turn-based: traffic happens per action, not per second. The rate here stands in for the keep-alive and sync traffic, not for a game tick. | Disponible en la herramienta |
| Yu-Gi-Oh! Master Duel | 10 Hz | 60 bytes | estimado Turn-based request/response traffic; no published rate. | Disponible en la herramienta |
| Z1 Battle Royale | 60 Hz | 250 bytes | estimado Daybreak publishes no rate; the surviving H1Z1 battle royale build. | Disponible en la herramienta |
| Zenless Zone Zero | 30 Hz | 100 bytes | estimado HoYoverse publishes no tick rate; estimate for an always-online action title. | Disponible en la herramienta |
| Zero-K | 30 Hz | 150 bytes | estimado Open source on the Spring engine; lockstep with a configurable sim rate. | Disponible en la herramienta |
| ZombsRoyale.io | 30 Hz | 60 bytes | estimado Browser battle royale over WebSocket; no published rate. | Disponible en la herramienta |
| eFootball | 60 Hz | 150 bytes | estimado Konami publishes no rate; peer-hosted matches at the 60 fps game rate. | Disponible en la herramienta |
| iRacing | 60 Hz | 200 bytes | estimado iRacing publishes no network rate; 60 Hz is the community figure for the session server. | Disponible en la herramienta |