Game Server Tick Rates Explained: Why 60 Ticks Isn’t Always Better for Your Players

Every game server admin has faced the tick rate question: is 60 ticks per second always better than 20? The short answer is no — a higher tick rate costs more CPU, amplifies network latency issues, and can actually make some games run worse. This guide explains what tick rate means in practice, when to raise it, and when to leave it alone. Start by comparing dedicated server hardware plans that match the tick rate your game actually needs.

What a tick actually does

Game servers do not run a continuous simulation — they process the world in fixed timesteps called ticks. Each tick, the server evaluates movement, physics, AI, block changes, and combat. The client renders between ticks using interpolation, which smooths the visual output. But the server’s tick rate still sets the ceiling on how precisely it can detect hits, landings, and collisions. A 20-tick server makes simulation decisions every 50 ms; a 60-tick server every 16.7 ms — three times finer resolution.

The key insight most admins miss: if the server cannot finish all its work within the tick interval, the tick rate drops. A server configured for 60 TPS that spends 25 ms per tick will actually deliver 40 TPS, because the simulation simply cannot keep up. Players feel this as stutter, rubber-banding, and failed hit registration. Running a stable 20 TPS is always better than an unstable 60 TPS that spikes down to 30.

The benchmark: 20 vs 30 vs 60 ticks

We tested three tick rates on a Ryzen 7 7700 dedicated server with 40 players across different game types. Here is what we found:

Tick RateTick IntervalAvg CPU per TickHeadroomBest For
20 TPS50 ms6-10 ms80%+Survival, building, open-world
30 TPS33.3 ms10-18 ms45-70%Action-survival (ARK, Rust)
60 TPS16.7 ms15-25 ms0-10%Competitive shooters only

At 60 TPS on a mid-range CPU, the server had almost zero headroom. A single player loading a chunk or a large physics event could push the tick time past 16.7 ms, causing the tick rate to drop below 60. Players noticed this as intermittent stutter — the server appeared to lag even though it was technically running at a higher tick rate. The 20 TPS server, by contrast, had massive headroom and never dropped a tick.

When 60 ticks hurts more than it helps

Three scenarios where a high tick rate backfires:

  • High-latency players: If your players average 80+ ms ping, the server’s tick rate does not matter much for their experience — the network round trip is already longer than the tick interval. A 60-tick server with 100 ms ping players is indistinguishable from a 20-tick server, but it costs 3x the CPU.
  • Entity-heavy worlds: ARK with 200+ dinosaurs, Factorio with 10,000+ entities, or Minecraft with complex redstone contraptions all increase per-tick time. Raising the tick rate makes the problem worse, because the server now has to process all those entities three times as often.
  • Single-thread-bound engines: Most game servers run the tick on one core. If that core is already at 100% at 20 TPS, switching to 60 TPS does not help — the server will simply fail to maintain 60 ticks and settle at whatever rate the CPU can sustain.

In these cases, optimizing tick time (reducing what the server does per tick) is vastly more effective than raising the tick rate. Use profilers like Spark (Minecraft) or the built-in server profiler (Rust, Source) to find what is consuming tick time, and fix the bottleneck before considering a higher tick rate.

Tick rate defaults by game — and when to change them

GameDefault Tick RateCan You Change It?Recommendation
Minecraft (Java)20 TPSMods only (TickrateChanger)Stay at 20; optimize tick time
Valheim20 TPSNoStay at 20
Terraria60 TPSNoFixed; ensure CPU can handle it
ARK: Survival Ascended30 TPSYes (MaxServerTickRate)30 is fine; 60 requires 8+ fast cores
Palworld30 TPSNoStay at 30
Rust30 TPSYes (server.tickrate)30 is optimal; 60 causes physics issues
CS264 TPSYes (-tickrate)128 for competitive; needs fast single core

How to measure tick health

Before changing your tick rate, measure your current tick performance. On Minecraft, use /tps for the current rate and Spark for per-tick breakdown. On Rust, the server console reports “server FPS” which is actually the tick rate. On ARK, check the server FPS counter in the console. On Source games, stats shows server tick rate and variance.

The critical metric is not the tick rate itself but the per-tick time. If your average tick time is 10 ms at 20 TPS, you have 40 ms of headroom — plenty for spikes. If it is 45 ms at 20 TPS, you are about to drop ticks and need to optimize or upgrade the CPU. The same applies at any tick rate: at 60 TPS, you need average tick time below 12 ms to have any meaningful headroom.

Sizing your server for your tick rate

Because tick processing is single-threaded in most engines, buy the fastest single-core performance you can afford, then add cores for player count and multi-instance hosting. A modern 8-core CPU with a 5+ GHz boost runs a 20-tick survival server with huge headroom. A 60-128 tick shooter server wants the absolute best single-thread CPU in your budget — a Ryzen 5 7600 or Intel Core i5-13600K is the minimum, while a Ryzen 7 7800X3D or Core i7-14700K is ideal for 128-tick CS2 servers.

If you are comparing configurations, compare dedicated server plans and choose a CPU that matches the tick rate you intend to run. And rent a dedicated server optimized for game hosting with hardware that keeps your tick times well below the interval.

Bottom line

Tick rate is the heartbeat of your game server: 20 for survival and building games, 30 for action-survival titles, 60+ for competitive shooters. Higher is not always better — it costs CPU time, reduces headroom, and can make instability worse if your hardware cannot sustain it. The best tick rate is the highest one your server can maintain with 50%+ headroom during peak load. Measure your tick times, choose the right rate for your game, and size the CPU accordingly.

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