Frequently Asked Questions
What contributes to total online delay?
Total delay ≈ half ping (one-way RTT) + server tick interval + client frame time + interpolation buffer. Each link adds latency between your input and seeing the result.
How does tickrate translate to milliseconds?
Tick interval (ms) = 1000 ÷ tickrate. A 64-tick server updates every 15.6 ms; 128-tick every 7.8 ms. Lower-tick servers add more delay and coarser hit registration.
What is the interpolation buffer for?
Clients hold a small buffer (often 2 ticks, e.g. ~31 ms at 64-tick) to smooth other players' movement between updates. It improves visual smoothness but adds to your effective reaction delay.
Does lower ping always mean an advantage?
Lower ping reduces your delay, but tickrate, frame rate and interpolation also matter. A 20 ms-ping player on a 20-tick server can feel laggier than a 40 ms player on a 128-tick server.
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This calculator provides estimates for informational purposes only. Results are based on assumptions and may not reflect actual outcomes. Consult qualified professionals in relevant fields before making important decisions based on these results.