RE:NODE
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Эксплуатация6 мин чтения

What tick rate actually means, and why your server feels slow

TPS, frame rate and ping are three different numbers. Which one your players are complaining about, and what fixes each.

Эта статья пока на английском. Мы её переводим.


When somebody says a server is lagging they mean one of three unrelated things, and the fix for each is different. Sorting out which one is happening is most of the work.

Tick rate is the server thinking

A game server advances the world in discrete steps - twenty a second in Minecraft, sixty-four or more in a shooter. If the work in one step takes longer than the step is allowed, the server falls behind. Everything gets slower for everyone at once, evenly. That is low TPS, and it is a CPU or a workload problem.

Ping is the distance

Ping is how long a packet takes to get to the server and back. It affects one player at a time, not everybody, and no amount of memory changes it. If one player is at 180 ms and the rest are at 30, the server is fine and that player is far away.

Frame rate is the client

Frame rate is the player's own machine drawing the world. It has nothing to do with the server at all, which is worth knowing before upgrading a plan to fix it.

  • Everybody slow at once, evenly - TPS. Look at entity counts, chunk loading, and scripts.
  • One person slow - ping. Look at where they are.
  • Stuttering while the server console is quiet - frame rate. Look at their machine.
The console prints the tick time. That number, not a player's opinion, is where a lag investigation starts.