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VALORANT: Riot’s anticipated first-person shooter comes with dedicated 128-tick servers

VALORANT Introduces Dedicated 128-Tick Servers for Enhanced Gameplay

In the world of first-person shooters, tickrate has always been a topic of debate. Games like Counter-Strike, Overwatch, and Rainbow Six are greatly affected by the difference between 20, 64, and 128-tick servers. Higher tickrate servers provide more consistent and competitive gameplay, reducing advantages like peakers’ advantage and poor bullet registration. Riot Games has taken this issue head-on in their upcoming tactical FPS game, VALORANT.

VALORANT is set to include dedicated 128-tick servers for all players worldwide upon release. This is an unprecedented feat in the FPS gaming industry, as high tickrate servers are usually limited to tournament servers, LAN settings, and subscription-based third-party sites such as FACEIT and ESEA.

The game’s executive producer, Anna Donlon, stated, “Throughout VALORANT’s development, we wanted to maintain the core values of a competitive tactical shooter: precise shooting, lethal gunplay, and strategic execution.”

VALORANT, previously known as Project A, is a free-to-play game that combines the precise skill and high stakes of Counter-Strike with the hero-based gameplay of Overwatch. It features two teams of five players battling it out in a round-based, attack vs. defenders, best-of-24-rounds gunfight.

Understanding Tickrate and Its Impact on VALORANT

Tickrate refers to the frequency at which game servers update the game’s state. It is measured in Hertz, similar to monitors. For example, a server with a tickrate of 64 can send packets to players 64 times per second.

These packets contain game updates, including important information like player locations. The length of a tick is measured in milliseconds, with 128-tick servers having a tick length of 7.8ms, 64-tick servers having 15.6ms, 20-tick servers having 50ms, and 10-tick servers having 100ms. In most cases, higher tickrates are preferred.

However, it’s important to note that high tickrate servers may not always be beneficial for all players. Those with standard 64 Hz monitors may struggle to maintain a consistent frame rate of 128 frames per second, putting them at a disadvantage and providing a less accurate representation of the game. Conversely, players with 128 Hz monitors will have an advantage in one-vs-one situations since they can see all available ticks, unlike those limited by the refresh cycle.

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