What is a tick?

What is a tick?
I have heard many instances of tick being used. For example, people will say that demos are recorded in 16 tick, that servers run in 64 tick, but really good servers will run in 128 ticks.
I don't exactly understand what's a tick exactly. Why would having higher powers of 2 any better? I have seen a lot of threads about asking Valve to add higher tick servers, but what does a higher "tick" get you?
Best Answer
Simply put, a 'tick' deals with the smallest amount of time the game engine deals with – it is how many discrete steps the game can move in one second. With a higher tick rate, game physics can appear smoother or more realistic, but this comes at a heavy cost of processing power.
In another sense, it's a count of how many 'samples' you take from a (theoretical) real-life scenario. The more samples you take, the less jumpy the data are.
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What does a tick do to a human?
Most tick bites are painless and cause only minor signs and symptoms, such as a change in skin color, swelling or a sore on the skin. But some ticks transmit bacteria that cause illnesses, including Lyme disease and Rocky Mountain spotted fever.How do humans get tick?
Tick infestations can occur when just one tick is brought into the home. It's possible for you to come into contact with a tick if there are wooded or brushy areas near your home and you're outdoors when the weather is warm. The tick will attach itself somewhere on your body and bury its head into your skin.How do you know you have a tick?
Although the symptoms vary based on the type of tick and the disease it may be carrying, general signs to watch for include the following:How long do ticks stay on you?
It also depends on whether you do a daily tick check. Generally if undisturbed, larvae remain attached and feeding for about three days, nymphs for three to four days, and adult females for seven to ten days.Why Ticks Are So Hard To Kill
More answers regarding what is a tick?
Answer 2
The server's tickrate is the number of game frames that the server processes in a single second. This is sometimes also referred to as the server FPS, which is confusing as the server still has the max_fps
command.
Every game frame, the game calls into an entity's GameFrame method (if it has one) for any game logic processing. For projectiles, players, doors, etc... this includes physics processing. The game also does internal logic at this time... and any Valve Server Plugins (VSPs) such as MetaMod:Source and SourceMod can also hook have their own GameFrame calls (for SourceMod, this is used for SourceMod timers and any plugins that have OnGameFrame hooks).
As you may have guessed, the higher you set the tickrate, the more CPU power the game will use.
It doesn't always have to be a power of 2. In fact, some CS:GO server owners swear by 102 / 102.4 tick instead of the default 64 and 128 tickrates. They claim it makes the server's performance more consistent and reduces CPU spikes.
However, this may have changed as Valve has updated the game.
Keep in mind that setting the tickrate higher alone won't improve players experience. You also need to make sure your rates are set properly for the amount of bandwidth you have available.
As for Valve's other games, a lot of them use locked tickrates:
- 30 game frames per second
- Left 4 Dead
- Left 4 Dead 2
- 66 game frames per second
- Day of Defeat: Source
- Counter-Strike: Source
- Team Fortress 2
The 66 game frames per second games were not always locked to 66. Valve changed this some time back after making changes to the game code. These changes made some games (TF2 in particular) much more sensitive to tickrate changes... setting it too high or too low changed the speed at which doors would open/close and caused issues.
Answer 3
From a Counter-Strike Forum:
During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client.
Answer 4
In one tick the game engine processes all actions (whether from a user or from an AI or other internal process) and updates the state and location of all objects in the world accordingly. The rendering engine takes all the states and locations and displays the objects onto your screen using on your location in the world. For a standalone game, there is normally a render-per-tick. For an online game, the relationship depends on the game - eg. your World of Warcraft client receives state and location information from the server and your local machine simply renders the objects at its own pace.
Sources: Stack Exchange - This article follows the attribution requirements of Stack Exchange and is licensed under CC BY-SA 3.0.
Images: Ann H, Kamaji Ogino, Pixabay, Erik Karits