What is server tickrate?
Tickrate is how many times per second a game server updates its internal world state — entity positions, physics, scheduled tasks, player input. Higher tickrate = smoother gameplay. Drops in tickrate are usually the root cause of "lag" complaints.
Tickrate by game
- Minecraft (Java) — 20 TPS target. Lower = lag.
- Minecraft (Bedrock) — 20 TPS target.
- Counter-Strike 2 — variable, sub-tick (replaced fixed tickrate from CS:GO’s 64/128 era).
- Counter-Strike: GO — 64 Hz (Valve default) or 128 Hz (community / FaceIt).
- Rust — 30 Hz network tick (configurable).
- ARK — 30 Hz.
- FiveM — variable, depends on resources; OneSync target is 20–30 Hz.
- Valheim — 50 Hz physics, but bandwidth-limited.
What kills tickrate
- Single-thread CPU bottleneck (most common)
- Bad mod / plugin (synchronous I/O on main thread)
- Storage I/O contention (slow SSD, neighbour load)
- Network packet loss masked as tick lag
- Garbage collection pauses (poorly-tuned JVM)
How WingNode keeps TPS stable
- Dedicated Ryzen 9 7950X3D / 9950X CPU threads — no shared neighbour
- NVMe Gen4 storage with low p99 latency
- JVM auto-tuning recommendations by Wingman AI
- Real-time TPS graphing in the panel with automatic alerts
Frequently asked questions
What is a good Minecraft TPS?
20 TPS is the target. Anything below 18 is noticeable lag. Heavily-modded servers under load can drop to 5–10 TPS — that’s when you need a CPU upgrade, not more RAM.
How do I check my TPS?
Minecraft: /tps (Paper/Spigot) or /forge tps. Wingman AI can read your TPS history and flag the moments of degradation.
Why does my TPS drop?
Almost always single-thread CPU bottleneck. Mod chunk-tick costs, mob farms, hopper chains, custom plugins running heavy logic on the main thread. Wingman AI can profile and identify the worst offender.
Ready to switch?
4-second deploy. Free DDoS. Wingman AI inside the panel.
See plans tuned for high TPS