Tps drops after 50 mspt #1426
-
How to make sure that the server does not go to bed after 50MSPT |
Beta Was this translation helpful? Give feedback.
Replies: 4 comments 2 replies
-
intended behavior. |
Beta Was this translation helpful? Give feedback.
-
I don't think you are fully understanding what MSPT and TPS are. Let me clarify: MSPT means MilliSeconds Per Tick. It's the amount of time that a tick takes to fully process. TPS means Ticks Per Second. It's how many ticks were processed in a full second (1000 milliseconds). If you take a full second (1000 milliseconds) and divide it by 50 (the maximum amount of time a tick should take), you get 20. So at most, you should have 20 ticks processed in a full second. If a tick takes less than 50 milliseconds to process, then the game will wait until 50 milliseconds have passed before starting to process the next tick. This ensures the game runs at a steady 20 ticks per second as described above. If a tick takes more than 50 milliseconds, then you will have less ticks fit into 1000 milliseconds. Let's say the ticks take 200 milliseconds, as you described. 1000 divided by 200 is 5. Meaning you will have a max TPS of 5. I hope this helps clarify what MSPT and TPS are. |
Beta Was this translation helpful? Give feedback.
-
MSPT×TPS≤1000 MSPT≤50,TPS=20 MSPT>50,TPS=1000÷MSPT |
Beta Was this translation helpful? Give feedback.
-
Can you tell me about your other projects? |
Beta Was this translation helpful? Give feedback.
I don't think you are fully understanding what MSPT and TPS are. Let me clarify:
MSPT means MilliSeconds Per Tick. It's the amount of time that a tick takes to fully process.
TPS means Ticks Per Second. It's how many ticks were processed in a full second (1000 milliseconds).
If you take a full second (1000 milliseconds) and divide it by 50 (the maximum amount of time a tick should take), you get 20. So at most, you should have 20 ticks processed in a full second.
If a tick takes less than 50 milliseconds to process, then the game will wait until 50 milliseconds have passed before starting to process the next tick. This ensures the game runs at a steady 20 ticks per second as described above.