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subtick

Subtick is a term used in time-stepped simulations and game engines to describe a subdivision of a tick, which is a fixed time interval used to advance the simulation. By breaking a tick into smaller increments, subticks allow updates to occur with higher internal resolution without changing the overall tick rate.

In practice, a main loop advances time in discrete ticks. Within each tick, the system performs one

Common patterns involve choosing a tick duration and a number of subticks per tick. The duration of

Subtick concepts are closely related to substeps, fixed-time-step loops, and interpolation. They are often implemented to

or
more
subtick
updates.
The
state
of
the
world
is
advanced
by
small,
consistent
steps
during
each
subtick,
and
the
results
are
then
used
for
rendering
or
for
the
next
tick.
This
approach
helps
reduce
numerical
errors
in
physics
and
other
time-sensitive
systems
and
can
improve
the
accuracy
of
collision
detection,
integration
of
motion,
and
event
handling.
each
subtick
is
the
tick
duration
divided
by
the
number
of
subticks.
For
example,
with
a
16.67
ms
tick
and
4
subticks
per
tick,
each
subtick
would
represent
about
4.17
ms.
Engines
may
vary
in
how
many
subticks
they
use
or
whether
the
number
is
fixed
or
adaptive,
balancing
accuracy
and
performance.
maintain
determinism
in
physics
simulations
while
keeping
rendering
smooth.
Different
frameworks
may
use
slightly
different
terminology,
but
the
underlying
idea
remains
the
same:
subdivide
time
within
a
tick
to
improve
precision.