It’s not only servers that are rated through tick rates. The more ticks per second on the server, the more instruction sets it can go through, providing more accurate physics, movement, and hit registration during games. So on a 64 tick server, each second, the server goes through that entire instruction set 64 times. This means that for each second, a server undergoes a certain amount of ticks. Simply put, 128 tick servers offer double the processing time of 64 tick servers.Ī server’s tick rate is measured in Hertz (Hz), however most mentions usually just use the number. Every time a server performs that set, it has undergone one tick. This can be collecting and calculating different events caused by players or physics objects and how they’ll cause other parts of the game to react, and then sending those calculations back to the players. In simple terms, a tick is when a server completes an instruction set. For those of you not totally familiar with CS:GO, or even online gaming, you may be unaware of the concept of tick rate.
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