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Glossary · Tickrate

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.

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