Season 12 Eight games tested 4,100 matches logged Six regions, four connections
Server Notes emblem Server Notes Online games, measured at the wire
A squad of four armoured soldiers advancing through a rain-soaked ruined plaza at night lit by broken streetlamps
Lead review · Season 12

Verge Squad Tripled Its Tick Rate And Became A Different Game

The same maps, the same weapons, the same time-to-kill on paper. We logged nine hundred matches across the change and the peek advantage collapsed from a hundred and ten milliseconds to thirty-four. Nothing about the design moved. Everything about playing it did.

Also tested

Two games where the netcode is the review

All reviews
Two sleek hover racers streaking through a neon-lit tunnel with light trails on a wet track

Slipstream Nine Is The Best-Netted Game We Have Tested

A hundred and twenty-eight ticks, rollback that admits what it is doing, and a two-hundred-millisecond match that still feels like driving.

Tick 128 HzScore 9.1
A vast medieval siege at dusk seen from behind wooden palisades with hundreds of tiny figures on a muddy field

Banner Fields Puts Four Hundred Players In One Battle At Ten Ticks

An extraordinary spectacle built on an update rate that cannot describe a sword swing. The scale is real and the combat is a guess.

Tick 10 HzScore 6.4
A frozen tundra outpost at night with a wind turbine, prefabricated huts and an aurora overhead

Frost Relay Runs One Region And Expects The World To Live There

Excellent survival design behind a single hosting location. Half the planet plays it at two hundred and forty milliseconds or not at all.

Regions 1Score 6.8
What we measure

Four numbers that decide whether an online game is playable

01

Tick rate, measured not quoted

How many times per second the server resolves the world. Studios rarely publish it and frequently change it after launch, so we derive it from packet timing rather than from a blog post.

Median 30 HzPlayable floor 20 Hz
02

Peek advantage

How much earlier an approaching player sees you than you see them, in milliseconds, derived from tick rate and round-trip time. It is the single figure that best predicts whether a shooter feels honest.

Best logged 34 msWorst 210 ms
03

Region coverage

How many hosting locations exist and how far the nearest one is from the places people actually live. A game with one region has made a decision about who is allowed to play it well.

Best logged 11Worst 1
04

Correction behaviour

What happens when the server disagrees with your client. Whether you are moved, rewound or quietly killed, and whether the game tells you it happened. We count visible corrections per match.

Best logged 0.4Worst 19
Season 12

Eight games, ranked by whether the connection holds

Full index
Game Tick rate Peek adv. Score

Slipstream Nine

Rollback racing that stays legible at two hundred milliseconds and never lies about position.

Tick128 Hz
Peek—
9.1

Verge Squad

Tripled its tick rate mid-life and turned a frustrating shooter into an excellent one without touching the design.

Tick60 Hz
Peek34 ms
8.9

Rooftop Duel

One-against-one duels at a hundred and twenty ticks with the clearest correction indicator we have seen.

Tick120 Hz
Peek41 ms
8.6

Spore Depths

Four-player cooperative survival that treats desync as a design problem rather than a support ticket.

Tick30 Hz
Peek—
8.2

Bazaar Run

A trading world where the market is authoritative and the movement is not, which is the correct order for once.

Tick20 Hz
Peek—
7.9

Dock Nine

Enormous space stations and a hundred-player fleet fight that becomes a slideshow the moment it matters.

Tick15 Hz
Peek—
7.3

Frost Relay

Superb survival systems, one hosting region, and no acknowledgement anywhere that other continents exist.

Tick30 Hz
Peek—
6.8

Banner Fields

Four hundred players in one battle at ten ticks. The scale is genuine and the melee is a coin toss.

Tick10 Hz
Peek210 ms
6.4

Nobody markets a tick rate, which is why almost nothing improves until players work it out themselves

An online game's most important number is invisible on the box, absent from the trailer and usually undocumented. Tick rate determines whether the thing you saw happened, and it is decided by a cost calculation that no marketing department will ever discuss.

We have tested eight games this season across six regions and four connections, from a fibre line to a deliberately throttled mobile tether. The pattern that emerges is not about budget. Slipstream Nine is a small studio running a hundred and twenty-eight ticks; Banner Fields is a large one running ten. It is about whether anyone in the room was arguing for the connection.

  • Excellent 60 Hz or better, peek advantage under 50 ms, four or more regions
  • Solid 30 to 59 Hz, corrections visible and explained
  • Marginal 20 to 29 Hz, playable but consistently arguable
  • Broken Under 20 Hz in a game that resolves aim or melee
  • Abandoned One region, no matchmaking by latency
From the match logs

Notes from four connections and six regions

Server logs
▪ ▪ ▪ ▪ ▪

Same map, same gun, same me. Sixty ticks instead of twenty and suddenly I am losing fights I deserve to lose. That is all anybody ever wanted.

Tester, fibre, near regionVerge Squad, 900 matches
▪ ▪ ▪ ▪ □

Slipstream Nine on the throttled tether at two hundred and ten milliseconds is still a racing game. I have no idea how, and I have watched the rollback do it.

Tester, tethered, far regionSlipstream Nine, 640 matches
▪ ▪ □ □ □

In Banner Fields I swung, the animation played, the enemy was already behind me and I died to someone I never saw. Four hundred players is a lovely idea.

Tester, cable, near regionBanner Fields, 480 matches