Giochi: tick rate (Hz) e dimensione dei pacchetti

Cos’è questo database?

Ogni gioco online scambia dati al proprio ritmo. È il tick rate (Hz): quante volte al secondo il server fa avanzare il mondo di gioco. La dimensione dei pacchetti è quanti dati vengono inviati ogni volta.

I giochi con tick rate alto, come Valorant, sono molto sensibili: basta un pacchetto perso per avere rubberbanding o colpi che non contano. Scegli il tuo gioco per misurare con esattamente il suo traffico.

Ogni valore dice da dove viene. verificato significa che lo sviluppatore l’ha pubblicato o che è un’impostazione server documentata. stimato significa che è plausibile per motore o genere, ma nessuno ha pubblicato un numero: lo diciamo invece di fingere.

Perché il tick rate conta per il ping

Uno speed test controlla il download, che per giocare conta poco. I giochi online usano pochissimi dati, spesso meno di 1 Mbps, ma ne hanno bisogno a ritmo regolare.

In un gioco a 60 Hz il server si aspetta esattamente 60 piccoli pacchetti al secondo. Se la tua linea ha jitter (arrivo irregolare) o perdita di pacchetti (nessun arrivo), perdi quelle finestre. Questo strumento riproduce quei ritmi e mostra se la tua linea li regge. Come misuriamo.

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