Jeux : tick rate (Hz) et taille de paquet

C’est quoi, cette base de données ?

Chaque jeu en ligne échange ses données à son propre rythme. C’est le tick rate (Hz) : combien de fois par seconde le serveur fait avancer le monde du jeu. La taille de paquet est la quantité de données envoyée à chaque fois.

Les jeux à tick rate élevé, comme Valorant, sont particulièrement sensibles : un seul paquet perdu et c’est du rubberbanding ou un tir qui ne compte pas. Choisis ton jeu pour mesurer avec exactement son trafic.

Chaque valeur dit d’où elle vient. vérifié veut dire qu’un éditeur l’a publiée ou que c’est un réglage serveur documenté. estimé veut dire qu’elle est plausible d’après le moteur ou le genre, mais que personne n’a publié de chiffre — on le dit au lieu de faire semblant.

Pourquoi le tick rate compte pour le ping

Un speedtest vérifie le débit descendant, qui compte peu pour jouer. Les jeux en ligne utilisent très peu de données — souvent moins de 1 Mbit/s — mais il les leur faut à un rythme régulier.

Dans un jeu à 60 Hz, le serveur attend exactement 60 petits paquets par seconde. Si ta ligne souffre de jitter (arrivée irrégulière) ou de perte de paquets (pas d’arrivée du tout), tu rates ces fenêtres. Cet outil reproduit ces rythmes et montre si ta ligne les tient. Comment on mesure.

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