Games : Tick Rates (Hz) & Packet Size (B)

What is this database?

Every online game sends data back and forth at a specific speed. This is the Tick Rate (Hz)—how many times per second the server updates. The Packet Size is how much data gets sent each time.

High tick rate games (like Valorant at 128Hz) are incredibly sensitive. If your connection drops even a single packet, you'll experience rubberbanding or unregistered hits. Select your game below to simulate its exact network traffic and test your connection stability.

Every rate here says where it comes from. verified means a developer published it or it is a documented server setting. estimated means it is plausible from the engine or the genre but nobody has published a figure — we say so rather than pretend. Entries we could not back at all were removed from this database instead of being guessed at.

Why does Tick Rate matter for Ping?

Standard speed tests only check your download bandwidth, which doesn't actually matter much for gaming. Multiplayer games use very little data (often less than 1 Mbps), but they require that data to arrive at a steady, flawless rhythm.

If you are playing a 60Hz game, the server expects exactly 60 small data packets from you every single second. If your internet suffers from Jitter (inconsistent delivery times) or Packet Loss (dropped data), you will miss that split-second server window. This tool perfectly replicates those specific network rhythms to help you find out if your ISP is dropping the ball.

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