targetTickRate
TargetTickRate is a configuration parameter used in real-time software, notably multiplayer game servers and physics simulations, that specifies the desired number of simulation updates (ticks) processed each second. It defines the cadence at which the server advances the game state, runs physics, resolves AI, and applies world changes. In many engines the main loop aims to complete one tick per 1/targetTickRate second, using a fixed time step, though some systems adjust timing adaptively while exposing a target value.
Effects and trade-offs: A higher tick rate improves the smoothness of movement and the determinism of simulations,
Typical values: 20–64 ticks per second are common for many games; 64 or 128 are used by
Implementation notes: Fixed timestep designs emphasize determinism, with clients often using interpolation or extrapolation to render