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 |