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 |