Ticks: Difference between revisions

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


<!--T:2-->
'''Ticks''' are the standard unit of time in Minecraft, with one tick being equal to '''50 milliseconds'''.
([https://minecraft.gamepedia.com/Tick Minecraft wiki article])


<!--T:3-->
'''Relevant Minecraft Wiki Articles:'''
<br />


*[https://minecraft.gamepedia.com/Tick Tick]


== Tickrate == <!--T:4-->
<br />


<!--T:5-->
== 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 ==
Mouse Movement is not inherently tied to tickrate, but rather the framerate (the graphics engine is independant from the physics engine).


The game still keeps a copy of the Player's rotation in memory for calculations, and updates it every tick (just like keyboard inputs).


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


<!--T:10-->
The term '''turn tick''' refers to the manifestation of tickrate delay in mouse movement.
Mouse Movement is not inherently tied to tickrate, but rather the framerate.


<!--T:11-->
Suppose you turn 45° smoothly over the course of 50ms. There is no way to predict what value will be kept in memory, as the copy could have been made anytime between the beginning and the end of the turn.
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'''.


This is especially troublesome for jumps that require precise mouse movement, as they can be impossible to do consistently due to this problem.


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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.


The only solution to eliminate turn ticks is to turn instantly (as fast as possible), from one tick to the next.


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This method is usually unreliable, as speed comes at the price of precision, but it can be useful with enough practice (see [[45 Strafe|45° Strafe]]).
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.