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