What "tick rate" actually means, and when it matters more than ping
What "tick rate" actually means, and when it matters more than ping
You will see two numbers thrown around when people talk about game servers: ping and tick rate (often shown as TPS, ticks per second). Players almost always blame ping. The honest truth is that tick rate is responsible for at least half the "lag" complaints you've ever read in a server chat.
Knowing the difference makes you a better admin, helps you size hosting correctly, and saves you from chasing problems in the wrong place.
Tick rate, the simulation heartbeat
A game server is a simulation. It does not run continuously. It runs in steps. Each step is a tick.
In one tick, the server:
- Reads everything the connected players did since the last tick (movement, clicks, commands).
- Updates all the in-world state (mobs move, water flows, machines run, projectiles travel).
- Sends each player a snapshot of what they need to know.
If the simulation phase blows past its 40 ms slice, total tick exceeds 50 ms, the world starts running slower than real time. That is "TPS drop." Not a network problem. A simulation problem.
The number of ticks per second is the tick rate. Minecraft targets 20. Valheim runs on Unity, where physics steps default to 50 Hz and the world simulation tracks alongside, so its tick budget is finer-grained than Minecraft's. Eco runs many systems on independent tick schedules.
If a tick takes longer than its budget, you have lag. Not network lag. Simulation lag. The game world is literally moving slower than real time.
In Minecraft, this is called dropping below 20 TPS. The world slows down. Water flows slower. Mobs move slower. Crops grow slower. Players still see their character respond to inputs (the client predicts that) but anything that depends on the server's state, like attacking a mob, opening a chest, or hitting a block, starts feeling unresponsive.
Ping, the round trip
Ping is how long it takes a packet to go from your computer to the server and back. Measured in milliseconds. Lower is better. Below 50 ms is great. 50 to 100 is fine. 100 to 200 is noticeable. Above 200 is painful.
Ping is a network problem, not a server problem. A server with 20 TPS and 30 ms ping feels perfect. A server with 5 TPS and 30 ms ping feels horrible, and the player will swear it's "lag."
How to tell which one you have
In Minecraft specifically, run /tps (Paper / Purpur / Fabric Carpet) or watch your panel's TPS graph. Below 19 TPS is a problem. Below 15 is a real problem.
Why ping gets blamed for everything
Two reasons.
- Players have a number for ping (it shows up in the F3 menu, in the server browser, in the multiplayer list). They do not have a number for tick rate unless they're an admin.
- Tick problems feel like network problems from the player's chair. "I hit the mob and nothing happened" is what a player feels whether the network dropped the packet or the server failed to process the swing tick on time.
Knowing the difference lets you investigate accurately.
What hurts tick rate
The top causes we see in the wild:
- Too many entities in loaded chunks. Mob farms, item-frame walls, animal pens, dropped items. Anywhere mobs accumulate.
- Too many active block updates. Massive redstone contraptions, Create automation, lava and water cascades, sugar cane farms.
- Plugins / mods running expensive operations on every tick. Some plugins are well-written. Some scan every chunk every tick.
- World save spikes on slow disk. Hosting on a HDD or a slow shared SSD causes periodic tick stutters every save interval.
- Undersized CPU clock speed. Most Minecraft and VS server work is single-threaded. A slow core is a slow tick.
What does not usually hurt tick rate:
- Player count alone (within reason). 30 players standing in spawn is fine. 30 players each running automation farms is not.
- View distance, in a healthy server. Increasing it can hurt under load, but it's not a primary cause.
- Network speed (it's a separate axis entirely).
What hurts ping
- Distance to server. Physics. You cannot beat the speed of light.
- Congested network paths between you and the host.
- Wi-Fi instability (the single most common consumer ping problem).
- Overloaded ISP routers near you.
A good host can do something about the path. Nobody can do anything about distance.
Picking hosting with this in mind
If you want a server that feels good:
- Pick a host with modern, high-clock-speed CPU cores. This buys you tick budget.
- Pick a host with SSDs, ideally NVMe. This avoids save-spike stutters.
- Pick a host geographically near your players. This buys you ping.
In that order. Hosting marketing pages tend to emphasize the wrong axes. RAM and "unlimited" anything will not save you from a slow core.
Quick reference
| TPS | Feel | Ping | Feel | |
|---|---|---|---|---|
| 20.0 | Healthy | < 50 ms | Excellent | |
| 17-19 | Minor dips | 50-100 ms | Great | |
| 15-17 | Players notice | 100-150 ms | Fine; twitch-sensitive games feel it | |
| < 15 | Real problem | 150-200 ms | Noticeable | |
| < 10 | Broken | > 200 ms | Move closer or change hosts |
When a player says "it's so laggy," ask which test, command or block, lags. Then you know where to look.
Hosting your game server with AndroHost means we handle most of what's in this post for you automatically: tier sizing, SRV records, off-site backups, DDoS protection.
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