Request for official exposure of the desired server tick rate

Summary

In the past Epic Games performed multiple tick rate switches in public. The last switch to 60 TPS caused many creators to oppose the silent change as many had hard coded animations to the known 30 TPS. However I personally view that particular issue as a developer error. The second to last switch happened on LEGO islands where the TPS dropped to 20 TPS.

I would like to request for official exposure of the the desired tick rate setting that controls the server TPS. Having the ability to switch manually between 20, 30 and 60 TPS allows creators to fine tune their experiences even further. Not all experiences require a rate of 30. In such case those experiences could switch to 20 TPS and benefit from larger frame windows. On the flip side, there are experiences that require a higher polling / update rate of 60 TPS in order to increase accuracy of game data (such as vehicle focused experiences that I myself work on).

If I’m not mistaken, then even Epic Games might use 60 TPS for some of their experiences such as the Ballistic.

Furthermore has Epic Games officially showed the existence of the setting tin the Squid Game template (see the following image).

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Other

Steps to Reproduce

N/A

Expected Result

The Desired Tick Rate should be officially made public for every creator to use and benefit from while also exposing the 20, 30, 60 TPS options.

Observed Result

N/A

Platform(s)

UEFN (v36.20)

FORT-936501 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

Personal update on this:
A faster tick rate is great for profiling purposes. When the server runs at 60 TPS, the DeltaTime should be aimed to be below 16.6 ms. If it’s above, then the server starts to hitch and the tick rate is unstable. However, if the experience can get away with 30 TPS, setting the game to 60 TPS will allow to monitor how far under the 33.3 ms budget the implementation runs. For example if the game should run stable at 30 TPS and at 60 TPS the server can maintain 50+ TPS, then there’s enough headroom for the 30 TPS target.

I created a game and after an update the tps went low the longer the game goes on and players get bigger block chains. Its like its 30tps but something has changed and its not or thats how it feels. 60 tps would sure help the game i created. The thing is its possible as they did have that bug for a day that games went to 60tps.

TPS is not processing power, it is a internal simulation clock. Your game will run the same does not matter what TPS amount it is.

Doing more operations per second does not mean that each operation will complete faster.

If you logic is running at 15FPS instead of 30 due to performance issues, it will still run at 15FPS instead of 60.

Increasing or changing the target TPS is to limit the operations made per second in that internal clock, not related to performance or processing speeds, that will not change.

Oh i assumed it could make verse handle more active things so performance would be better.

My mistake