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Calcimator

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
  1. Enter the Server Tick Rate in Hz (ticks per second) — 64 Hz is common for competitive shooters.
  2. Enter Max Players per server and average Entities Per Player.
  3. Enter Bytes Per Entity Update to model the network payload size.
  4. Review Time Per Tick in milliseconds and Bandwidth in Mbps to check server requirements.
  5. Use CPU Budget and Frames Per Tick to balance physics fidelity against server performance.

How the result changes with Tick Rate

Tick RateTime per Tick
2737.04 ms
9011.11 ms
1675.99 ms
2314.33 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

  1. Identify Input Parameters
    4 parameters
    Tick Rate = 64, Max Players = 32, Entities per Player = 5, Bytes per Entity Update = 64 = 4 input(s) provided
  2. Calculate Time per Tick
    Time per Tick
    15.63 = 15.63
  3. Calculate Bandwidth
    Bandwidth
    5.24 = 5.24
  4. Calculate Bandwidth
    Bandwidth
    5242.88 = 5242.88

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