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  2. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    Tickrate for games like first-person shooters is often between 128 ticks per second (such is Valorant's case), 64 ticks per second (in games like Counter-Strike: Global Offensive and Overwatch), 30 ticks per second (like in Fortnite and Battlefield V's console edition) [13] and 20 ticks per second (such are the controversial cases of Call of ...

  3. C date and time functions - Wikipedia

    en.wikipedia.org/wiki/C_date_and_time_functions

    returns a processor tick count associated with the process timespec_get (C11) returns a calendar time based on a time base Format conversions asctime: converts a struct tm object to a textual representation (deprecated) ctime: converts a time_t value to a textual representation strftime: converts a struct tm object to custom textual ...

  4. System time - Wikipedia

    en.wikipedia.org/wiki/System_time

    System time is measured by a system clock, which is typically implemented as a simple count of the number of ticks that have transpired since some arbitrary starting date, called the epoch. For example, Unix and POSIX -compliant systems encode system time (" Unix time ") as the number of seconds elapsed since the start of the Unix epoch at 1 ...

  5. Minecraft server - Wikipedia

    en.wikipedia.org/wiki/Minecraft_server

    A Minecraft server is a player-owned or business-owned multiplayer game server for the 2011 Mojang Studios video game Minecraft. In this context, the term "server" often refers to a network of connected servers, rather than a single machine. [ 1 ]

  6. Network Time Protocol - Wikipedia

    en.wikipedia.org/wiki/Network_Time_Protocol

    For servers on stratum 2 and below, the refid is an encoded form of the upstream time server's IP address. For IPv4, this is simply the 32-bit address; for IPv6, it would be the first 32 bits of the MD5 hash of the source address.

  7. Game server - Wikipedia

    en.wikipedia.org/wiki/Game_server

    A "tick" is a number associated with each simulation step which is broadcast to clients to help them synchronise with the server.{9} There are three reasons to limit the frequency of server simulation steps to a predefined tickrate: to conserve server and client bandwidth, to conserve server CPU time, and to allow clients to be certain of how ...

  8. Clock rate - Wikipedia

    en.wikipedia.org/wiki/Clock_rate

    In 1995, Intel's P5 Pentium chip ran at 100 MHz (100 million cycles per second). On March 6, 2000, AMD demonstrated passing the 1 GHz milestone a few days ahead of Intel shipping 1 GHz in systems. In 2002, an Intel Pentium 4 model was introduced as the first CPU with a clock rate of 3 GHz (three billion cycles per second corresponding to ~ 0.33 ...

  9. Time Stamp Counter - Wikipedia

    en.wikipedia.org/wiki/Time_Stamp_Counter

    The Time Stamp Counter was once a high-resolution, low-overhead way for a program to get CPU timing information. With the advent of multi-core/hyper-threaded CPUs, systems with multiple CPUs, and hibernating operating systems, the TSC cannot be relied upon to provide accurate results — unless great care is taken to correct the possible flaws: rate of tick and whether all cores (processors ...