Tickrate: Difference between revisions
(Created page with "Tickrate, also known as '''TPS''', '''Update Rate''', or '''UPS''', is the measure of how many ticks are simulated in one second of real-world time. While the term framerate is also commonly used to refer to the rate at which game logic is updated, this wiki uses the term tickrate to refer to game logic instead, and uses framerate only to refer to rendered frames. ==Common Tickrates== The most common tick rate for games is 60 hz. Some well-optimized g...") |
No edit summary |
||
(One intermediate revision by the same user not shown) | |||
Line 4: | Line 4: | ||
==Common Tickrates== | ==Common Tickrates== | ||
The most common tick rate for games is 60 hz. Some well-optimized games (usually shooters) are played at either 64 hz or 128 hz, but others are played at | The most common tick rate for games is 60 hz. Some well-optimized games (usually shooters) are played at either 64 hz or 128 hz, but others are played at 20 hz, 30 hz, or 40 hz. | ||
==High Framerates== | ==High Framerates== | ||
Often games do not run full game logic at higher framerates, and instead | Often games do not run full game logic at higher framerates, and instead maintain a lower tickrate while using [[Game Loop#Frame Interpolation|frame interpolation]] to quickly calculate intermediate frames. | ||
[[Category:Game]] | [[Category:Game]] |
Latest revision as of 18:01, 8 July 2024
Tickrate, also known as TPS, Update Rate, or UPS, is the measure of how many ticks are simulated in one second of real-world time.
While the term framerate is also commonly used to refer to the rate at which game logic is updated, this wiki uses the term tickrate to refer to game logic instead, and uses framerate only to refer to rendered frames.
Common Tickrates
The most common tick rate for games is 60 hz. Some well-optimized games (usually shooters) are played at either 64 hz or 128 hz, but others are played at 20 hz, 30 hz, or 40 hz.
High Framerates
Often games do not run full game logic at higher framerates, and instead maintain a lower tickrate while using frame interpolation to quickly calculate intermediate frames.