Physics Tick Rate Calculator
Calculate tick timing and bandwidth for networked game physics.
Inputs
Hz
B
Results
Time per Tick
15.63 ms
Bandwidth5.24 Mbps
Bandwidth5,242.88 kbps
CPU Budget (70%)10.94 ms
Render Frames / Tick0.9
How to Use This Calculator
- Enter the Server Tick Rate in Hz (ticks per second) — 64 Hz is common for competitive shooters.
- Enter Max Players per server and average Entities Per Player.
- Enter Bytes Per Entity Update to model the network payload size.
- Review Time Per Tick in milliseconds and Bandwidth in Mbps to check server requirements.
- Use CPU Budget and Frames Per Tick to balance physics fidelity against server performance.
How the result changes with Tick Rate
| Tick Rate | Time per Tick |
|---|---|
| 27 | 37.04 ms |
| 90 | 11.11 ms |
| 167 | 5.99 ms |
| 231 | 4.33 ms |
What each input means
- Tick Rate
- Server physics update rate in Hz (ticks per second).
- Max Players
- Maximum concurrent players per server.
- Entities per Player
- Average number of networked entities per player.
- Bytes per Entity Update
- Size of each entity state update in bytes.
How this is calculated
Worked example, using the default values
- Identify Input Parameters4 parametersTick Rate = 64, Max Players = 32, Entities per Player = 5, Bytes per Entity Update = 64 = 4 input(s) provided
- Calculate Time per TickTime per Tick15.63 = 15.63
- Calculate BandwidthBandwidth5.24 = 5.24
- Calculate BandwidthBandwidth5242.88 = 5242.88
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