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quiz vs the machine

Gold1380

System Design

Tick Rate And Simulation

The fixed heartbeat that advances the authoritative world step by step.

5 min read · core · beat Gold to climb

The simulation loop

An authoritative server advances the world in fixed steps called ticks. A sixty four tick server simulates sixty four steps each second. On every tick the server gathers inputs that arrived, advances physics by a fixed delta, resolves collisions, and may broadcast a snapshot.

Fixed timestep matters

  • A fixed delta makes the simulation deterministic and reproducible, which prediction and reconciliation depend on.
  • Variable timesteps cause physics to behave differently under load, breaking client server agreement.
  • If a tick runs long, the server accumulates the leftover time and may run extra catch up ticks.

Tick rate versus send rate

Tick rate is how often the world updates. Send rate is how often snapshots go out, often lower to save bandwidth. A high tick rate gives crisper hit detection but costs CPU, so the rate is a deliberate budget choice, not a free dial.

Key idea

A fixed tick rate gives a deterministic simulation heartbeat, separate from the send rate, balancing precision against CPU and bandwidth.

Check yourself

Answer to earn rating on the learn ladder.

1. Why does a server use a fixed timestep per tick?

2. How does tick rate differ from send rate?