Ticks: Difference between revisions

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<youtube>0k1d6U04uC0</youtube>
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'''Ticks''' are the standard unit of time in Minecraft, with one tick being equal to '''50 milliseconds'''.


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([https://minecraft.gamepedia.com/Tick Minecraft wiki article])


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'''Ticks''' are the standard unit of time in Minecraft, with one tick being equal to '''50 milliseconds'''.
<br />


'''Relevant Minecraft Wiki Articles:'''


== Tickrate == <!--T:4-->
*[https://minecraft.gamepedia.com/Tick Tick]


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<br />

== Tickrate ==
The physics engine runs at '''20 ticks''' per second, meaning the game's physics are updated every '''50ms.'''
The physics engine runs at '''20 ticks''' per second, meaning the game's physics are updated every '''50ms.'''


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This includes the player’s position and speed, the environment, and entities.
This includes the player’s position and speed, the environment, and entities.




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In-game actions are performed at the end of each tick, regardless of the time or order in which they were called.
In-game actions are performed at the end of each tick, regardless of the time or order in which they were called.


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Due to the game working this way, inputs may take up to 50ms of delay, with the average delay being 25ms.
Due to the game working this way, inputs may take up to 50ms of delay between the button press and their activation.



== Turn Tick == <!--T:9-->


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== Turn Tick ==
Mouse Movement is not inherently tied to tickrate, but rather the framerate (the graphics engine is independant from the physics engine).
Mouse Movement is not inherently tied to tickrate, but rather the framerate.


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But the game still keeps a copy of the Player's rotation in memory for calculations, and updates it every tick (just like keyboard inputs).
However, the game has to keep a copy of the player's rotation for movement calculations, which it updates once every tick. The moment the player's rotation is copied is called the '''turn tick'''.




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The term '''turn tick''' refers to the manifestation of tickrate delay in mouse movement.
From the player's perspective, there is no way to control when the turn tick happens. This has a severe impact on turn-based jumps, which become partially luck-based as a result: given the same (smooth) turning sequence, the player's resulting movement could be quite different.


Suppose you turn 45° smoothly over the course of 50ms. There is no way to predict what rotation will be kept in memory, as the copy could have been made anytime between 0ms and 50ms. Even if you repeat the same turning, at the same speed, the rotation stored might be completely different.


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This is especially troublesome for jumps that require precise mouse movement, as they can be impossible to do consistently due to turn ticks.
One solution is to turn instantly every 50ms to land precisely on the wanted angle. This is feasible for simple turn strats such as [[Special:MyLanguage/45 Strafe|45° Strafes]], but not for more complex strats that would require smooth turning.
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Latest revision as of 14:04, 23 August 2021

Other languages:

Ticks are the standard unit of time in Minecraft, with one tick being equal to 50 milliseconds.

(Minecraft wiki article)



Tickrate

The physics engine runs at 20 ticks per second, meaning the game's physics are updated every 50ms.

This includes the player’s position and speed, the environment, and entities.


In-game actions are performed at the end of each tick, regardless of the time or order in which they were called.

Due to the game working this way, inputs may take up to 50ms of delay between the button press and their activation.


Turn Tick

Mouse Movement is not inherently tied to tickrate, but rather the framerate.

However, the game has to keep a copy of the player's rotation for movement calculations, which it updates once every tick. The moment the player's rotation is copied is called the turn tick.


From the player's perspective, there is no way to control when the turn tick happens. This has a severe impact on turn-based jumps, which become partially luck-based as a result: given the same (smooth) turning sequence, the player's resulting movement could be quite different.


One solution is to turn instantly every 50ms to land precisely on the wanted angle. This is feasible for simple turn strats such as 45° Strafes, but not for more complex strats that would require smooth turning.