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