
The more players there are on a server, the longer the tick length the fewer players are on a server, the shorter the tick length. However, the tick length is not constant from server to server. The tick length is constant throughout a server for all players, which is due to the fact that player's actions are processed in the same order every time, so even if someone is processed last, they will still have the same tick as previously due to them being processed last every time. The observed length of the tick is between 0.606 and 0.618 seconds. However, the observed length of the tick is actually slightly more than this, due to connection speed and the server having to process all the players that are currently logged in. Ideally, without any lag, there should be exactly 100 ticks per minute, or 0.600 seconds per tick. If, for example, you start a timer when a familiar timer goes from 26:00 to 25:30 and stop the timer when it goes from 16:00 to 15:30, this will be exactly 1000 game ticks. Each "minute" that a familiar lasts for is actually 100 ticks.

Another method is to use summoning familiars. If the stopwatch can be stopped to within 0.1 seconds, the tick can be measured to within 0.001 seconds. For example, lighting 25 logs without re-lighting a log takes 100 ticks. The length of a tick can be measured by timing a repeated action using a stopwatch. The overall 600ms tick remains, as the content relies on having this time interval available as a base, but we’re not limited by it.Ĭannons are a great visual tick timer, as they rotate 45 degrees once every tick. Some upcoming features in the server tick at a 50ms rate. Is there a reason for this exact number? Could the game benefit from lower interval, for example 300ms?Ī. As we know and stated by Andrew the game runs at 600ms intervals (one tick). However, Jmods on the Runescape Forum have explicitly said in the Engine Q&A threads in the past that some activities run at as fast as 50ms ticks. Purely client sided occurrences are independent of the game tick (i.e.

This includes any instant where a message appears in the chat interface, any instant that experience is gained, any instant that a monster spawns, and any other actions a player performs, including animations (hence players being able to perform animations in sync with each other rather easily). RuneScape runs on units of time of approximately 0.6 seconds which are sometimes called "ticks." All actions are a multiple of this basic tick time. The RuneScape clock is a term that is used to refer to the time-frame used for actions in RuneScape.
