Team Fortress 2
Hummmmmus. Mar 15, 2016 @ 7:02pm
when watch a demo or stv, how many ticks is it per second?
say im at tick 300, and i want to rewind 5 seconds, how many ticks would that be roughly? thanks!
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Showing 1-11 of 11 comments
m'boy are you fat Mar 15, 2016 @ 7:03pm 
If it's game ticks, then 1 tick is half a second, so 10 ticks would be five seconds. I'm not positive, though.
Diesel Mar 15, 2016 @ 7:38pm 
Originally posted by Feitlebaum:
If it's game ticks, then 1 tick is half a second, so 10 ticks would be five seconds. I'm not positive, though.
Yes 2 ticks is 1 second.
Hummmmmus. Mar 15, 2016 @ 8:25pm 
Thank you!
Ewgene Apr 13, 2018 @ 10:33am 
Yep, it's a necro, but for the sake of old articles that respond to recent search queries, allow me to clear this up: you're talking about the ticks of pov or stv demos, those numbers that quickly increase as shown in the demoui. One second equals 66.67 ticks, therefore 66.67 x 5 = 333.35, fairly close to your estimate. I have no idea how those other two people got to 1 tick being half a second.
Jeffchenxz Apr 13, 2019 @ 2:44pm 
Originally posted by decearing egg:
Yep, it's a necro, but for the sake of old articles that respond to recent search queries, allow me to clear this up: you're talking about the ticks of pov or stv demos, those numbers that quickly increase as shown in the demoui. One second equals 66.67 ticks, therefore 66.67 x 5 = 333.35, fairly close to your estimate. I have no idea how those other two people got to 1 tick being half a second.
ya i did some math as well while whatching my demo and ya one second is equal to 66.6... ticks
76561198357292090 Apr 13, 2019 @ 2:49pm 
Really wish casual had a higher tickrate, the game being updated 66 times per second just isn't enough.
Moist Painis (Banned) Apr 13, 2019 @ 2:55pm 
Originally posted by Glycomere#RRC:
Really wish casual had a higher tickrate, the game being updated 66 times per second just isn't enough.
It's not even updated 1 time per month, what are you talking about?
Last edited by Moist Painis; Apr 13, 2019 @ 2:55pm
KaszkaManna Apr 13, 2019 @ 2:57pm 
Originally posted by Glycomere#RRC:
Really wish casual had a higher tickrate, the game being updated 66 times per second just isn't enough.
Why so?
It's not as much about updates per unit of time rather than interpolation between them.
76561198357292090 Apr 13, 2019 @ 3:07pm 
Interp settings can be fiddled around with user side, but tick rate is inherent to the server and not something that can be tweaked user side, unless you create your own server of course. Moreover higher tickrates means higher frames gives you more chances to do inputs, in addition to this a higher allowance of inputs also allows hitscan weapons to be more effective. Tick rate is why sometimes you'll see sniper headshots miss, when they were not supposed to, and backstabs fail when you clearly saw one occur in your screen.

Now sure there is a caveat to increased tickrates, that being the hz on your computer screen, but come on man, it's 2019, a monitor with hz beyond the potato 60s is very cheap now a days.
fromgdog Apr 13, 2019 @ 3:10pm 
demo std
76561198357292090 Apr 13, 2019 @ 3:11pm 
Actually now that I think about it, some calculations for certain weapons are based around the tick rate of 66. So increasing TF2's tickrate may just be a monumental one, just like it was for CSGO's ranked matchmaking. Unless this was already addressed for the MYM update, this tickrate issue probably isn't as trivial as I once thought.
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Date Posted: Mar 15, 2016 @ 7:02pm
Posts: 11