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 |