Game Server Tickrate & Client Interpolation (Lerp) Calculator
Calculate server snapshot tick intervals, client interpolation buffers, and total peeker's advantage milliseconds across modern competitive shooters.
Peeker's Reaction Window Breakdown
65.2 ms Free Reaction TimeThe moving peeker sees the defender 65.2 milliseconds before the defender's screen can render the first pixel of the peeker's body. This makes holding static dry angles mathematically disadvantageous compared to jiggle peeking.
Frequently Asked Questions
What is client interpolation (Lerp) in online multiplayer games?
Game servers send world updates (snapshots) at discrete intervals (e.g., 64 or 128 times per second). Because your monitor renders at 144Hz to 360Hz, the game client buffers past server packets and interpolates (smoothes) player positions between snapshots. This artificial buffer delay is called 'lerp' (cl_interp).
How does CS2 Sub-Tick differ from traditional 64-tick or 128-tick servers?
On standard 64-tick or 128-tick servers, your mouse clicks are only registered on the exact next tick boundary. In CS2's Sub-Tick architecture, the game timestamps the exact sub-millisecond when you clicked to shoot or jump between tick boundaries, sending the exact timing to the server regardless of tick interval.
What causes Peeker's Advantage in competitive shooters?
Peeker's advantage is an unavoidable consequence of network latency. When an enemy rounds a corner, their client sends their new position to the server (taking half their ping), the server processes it (one tick interval), and the server forwards the packet to you (taking half your ping) plus your client's lerp buffer. The peeker sees you before you can physically receive their position packet.
Why is 20-tick (Apex Legends, CoD) so notorious for 'dying behind cover'?
At 20-tick, the server updates only once every 50 milliseconds. Combined with a 50ms ping, by the time your client tells the server you slid behind a concrete wall, the server is still evaluating the enemy's bullets from 70ms in the past, resulting in you dying after visually reaching safety on your screen.