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What is a server tick?

A tick is one step of the server's simulation. Here is what happens inside one, the usual rates per game, what a late tick feels like to a player, and how ticks relate to TPS, MSPT and ping.

6 min read · Updated Oct 21, 2026 · By GuavaHost Team

One step of the world

A game server does not run continuously, like water flowing. It runs in discrete steps, like frames of a film. Each step is a tick, and in one tick the server works through everything the world needs to do:

  1. Read what every player sent since last time: movement, clicks, chat, commands.
  2. Move creatures, run their AI, resolve pathfinding.
  3. Apply physics: falling blocks, water flow, projectiles, vehicles.
  4. Run the world's own logic: crop growth, redstone, furnaces, spawners, fire spread.
  5. Run every plugin or mod task scheduled for this tick.
  6. Work out what each player can now see, send it to them, and occasionally write part of the world to disk.

Then it does it all again. Everything the world does happens inside a tick; nothing happens between them.

The rate, and the budget it creates

Each game picks a target number of ticks per second, and that target divides into a time budget per tick:

Game Target rate Time per tick
Minecraft Java and Bedrock 20 per second 50 ms
Terraria 60 per second about 16.7 ms
Counter-Strike 2 64 per second about 15.6 ms
Rust around 30 per second for most of the simulation about 33 ms
Valheim, Project Zomboid, Palworld, ARK varies, often tied to the engine's frame loop varies

Sandbox games sit at the low end because their worlds are enormous and 20 steps per second is plenty for building and farming. Shooters run high because a few milliseconds decides who shot first. Games on general engines such as Unreal tend to tie the simulation to a frame loop rather than a fixed tick, so the rate moves with load.

The important bit is the right-hand column. If a tick's work takes longer than its budget, the server cannot start the next one on time, and it is late for everything that follows.

What a late tick feels like

A server behind on its ticks does not crash or disconnect anyone. It just slows the world down, and players describe it in very particular ways:

  • Blocks take a moment to break, then break all at once.
  • Mobs stutter, standing still then teleporting a few steps forward.
  • You walk, then get pulled back. This is rubber-banding: your own client simulated you moving, the server was late confirming it, and when it caught up it corrected you.
  • Chat, commands and hits lag behind by a noticeable beat, or register a second late.
  • Day and night slow down, and furnaces, crops and redstone all run slow together, because in-game time is counted in ticks.

That last one is the giveaway. If the whole world is running in slow motion, the server is behind on ticks. If the world is running at normal speed but you feel delayed while others do not, that is your connection instead. Lag versus ping is the guide that separates these two, and it is worth reading before you change anything, because the fixes are completely different.

TPS and MSPT: measuring it

Two numbers describe the same thing from different angles.

TPS is ticks per second: how many steps the server actually completed. On Minecraft, 20 is perfect and that is the ceiling. A server that is keeping up reports 20. One at 15 is running the world at three-quarters speed.

MSPT is milliseconds per tick: how long each tick took. On Minecraft, under 50 ms means you are inside budget. Over 50 and TPS starts to fall.

MSPT is the better early warning. A server at 45 ms MSPT still reports a perfect 20 TPS, but it has only 5 ms of headroom, so one new mob farm tips it over. TPS only tells you once you are already late. Reading TPS and MSPT covers how to check both and what the numbers mean on a live server.

MSPT is your spending, 50 ms is the budget, and TPS is the overdraft notice.

What usually eats the budget

In rough order of how often it is the answer:

  1. Entities. Creatures, dropped items, minecarts, projectiles, tamed animals. Every one costs a slice of every tick. A giant mob farm is the single most common cause of a server falling behind. Reducing entity and mob lag is the fix list.
  2. Chunks being generated or loaded. Players exploring new terrain make the server build it. Chunk loading and pre-generation takes this off the critical path.
  3. Simulation and view distance. Both control how much of the world is being thought about. See view and simulation distance.
  4. A heavy plugin or mod. One badly behaved task can own half your tick. Finding lag with Spark names it precisely, and how many plugins is too many covers the pile-up.
  5. Redstone, hoppers and farms. Clever contraptions are expensive contraptions.
  6. A CPU that cannot keep up. The simulation runs on one thread, so one core's speed sets the ceiling. Why single-thread CPU speed decides performance is the background, and CPU steal and noisy neighbours covers when the problem is the machine rather than your world.

Note what is not on the list: bandwidth and disk size. Neither appears in the tick budget. See game server bandwidth usage for why the network is almost never the ceiling.

Ticks and ping are different clocks

This confuses almost everybody at some point, so here it is plainly.

  • Ticks happen on the server. They are about how much work the world is, and how fast the CPU gets through it. Fixed by doing less work per tick.
  • Ping is the round trip between a player and the server. It is about physical distance and the route in between. Fixed by picking a closer region.

A server at a flawless 20 TPS still feels bad to a player 300 ms away, and a server at 12 TPS feels bad to everyone, including someone in the same city. Choosing a server location and testing ping before you choose cover the distance half.

Keeping ticks healthy

A short routine that keeps most servers inside budget:

  • Watch MSPT, not just TPS, so you see trouble coming. The Usage card and its history view on your server's Overview tab show the CPU side of the same story; see reading the resource graphs.
  • Set simulation distance to what your group actually needs, not the maximum, and pre-generate the world before opening it to players.
  • Cap farms, and clear dropped items regularly.
  • Schedule a nightly restart. It clears accumulated entities and memory and costs a minute. See scheduling automatic restarts.
  • Profile before you buy. More RAM does not add time to a tick. CPU vs RAM explains which shortage you actually have.

Why is my server lagging puts these in order as a checklist.

Common questions

Can I raise my server's tick rate above 20?

On Minecraft, no, and you would not want to. The number is baked into the game's logic, so growth rates, redstone timings and spawning are all measured in ticks, and changing it would break them. Games with a configurable rate, such as some shooters, let you set it in the server config.

Is 19 TPS bad?

Not really. A brief dip while a backup runs or a player explores new terrain is normal and nobody notices. What matters is a sustained drop, or an MSPT that sits near 50 all the time, because that means you have no headroom left for a busy evening.

Does more RAM improve TPS?

Only if you were short of memory to begin with, because then the server was pausing to free some up. Once the world comfortably fits, extra memory does nothing for TPS: the tick is a CPU problem, and the fix is less work per tick or a faster core.

Why do ticks drop when nobody is doing anything unusual?

Usually something accumulating in the background: dropped items piling up, mobs breeding, chunks staying loaded because a hopper or a portal keeps them alive. A profiler will point at it in a minute, and a nightly restart hides a surprising amount of it.

Still stuck? Jump into our Discord at discord.gg/GuavaHost and the team will help you out.

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  • mspt
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  • lag

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