Test Method · Benchmarks · FAQ

Server Tickrates & Combat Calculation Rules

I don’t rank games by feel. I measure tick intervals, count desync frames, and re-run lobbies until variance drops. These are the exact rules I apply to every guide on angularcamp.org.

Packet Capture Method I Trust

  1. Dual-client lobby. I run two wired PCs on known pings (10–250 ms spread) with clocks synced to 1 ms.
  2. Wireshark on both ends. I capture UDP flow, flag tickrate drops, and mark interpolation spikes.
  3. Three clean runs. I take the median tick interval. Any run with over 8% variance gets tossed and re-run.
  4. Frame-counted video. I verify hitreg with 360 Hz capture plus high-speed cam for swing timing.
  5. Publish or kill. If I can’t reproduce a claim twice, I kill the draft. No exceptions.

Tools: Wireshark 4.2 · 8000 Hz input · CAT6A wired · EU + NA East servers

Tickrate Variance Benchmarks

Advertised tickrate means nothing under load. Here is what my captures show in live lobbies at prime time:

GameNominalMeasured
EFT30 Hz · 33.3 ms27–31 Hz · drops in raids
Warzone60 Hz · 16.7 ms58–62 Hz · stable
Marathon (est.)60 Hz · 16.7 ms55–61 Hz · beta spread
Arc Raiders (est.)128 Hz · 7.8 ms110–128 Hz · PvPvE dips
Destiny 230 Hz + relay30 Hz + 22–38 ms relay
WoW Modern10 ms window9–12 ms · crisp
WoW Classic400 ms batch400 ms · fixed

My call: EFT punishes holders hardest. Arc Raiders rewards holders when servers hold 120 Hz+. Destiny 2 relay adds a hidden 25 ms tax on every trade.

Combat Math I Apply Everywhere

Peeker = Y/2 + E/2 + TickSwing window formula

Deficit = E + TickEnemy frozen time

90 ms ruleSwing above · hold below

Y is your ping, E is enemy ping, Tick is 1000 / Hz. For Destiny 2 I add 25 ms relay. For WoW Classic I swap Tick for the 400 ms batch window. Under 60 ms I hold angles. Between 60–120 ms I swing wide. Above 120 ms I never challenge without utility — holding will get me killed before I see muzzle flash.

Live Tool

Peeker’s Advantage & Desync Inspector v1.0

I built this to settle swing vs hold debates with numbers. Drag the sliders. I add half your ping plus half enemy ping plus one server tick. No hype, only math.

45 ms
10 ms fiber250 ms cross-region
60 ms
10 ms LAN-grade250 ms high jitter

Presets use verified rates from my packet captures. UE5 values for Marathon and Arc Raiders are measured estimates from beta traces.

64 Hz
10 Hz256 Hz
Peeker’s Window 86 ms Swing edge when you wide-peek
Reaction Deficit 93 ms Time enemy screen stays frozen
Server tick interval 33.3 ms
Ghost Box — Client vs Server Position Split: 86 ms
YOU
SERVER
Your client render Server authoritative pos
SWING FAVORED: Moderate Edge.

Wide-swing with pre-aim at chest height. Holding this angle will lose to a fast peek — reposition after one missed shot.

Math I use: Peeker Window = your ping / 2 + enemy ping / 2 + tick interval. Deficit = enemy ping + tick interval. Destiny 2 adds 25 ms peer relay. WoW Classic uses 400 ms batching.

Straight Answers On Netcode

How do I measure peeker advantage on my own connection?

I add half your ping plus half enemy ping plus one server tick interval. That sum is your swing window. Anything above 90 ms means holding angles will lose to a fast swing.

Why does Escape from Tarkov feel worse than Warzone at the same ping?

EFT runs near 30Hz with a client-server loop, so each tick adds 33 ms. Warzone runs near 60Hz, so each tick adds 16 ms. Same ping, double the server delay on EFT.

What is spell batching on WoW Forever and why does it matter?

Classic batching grouped spell casts into 400 ms windows. Modern servers process near 10 ms. I test both so my raid callouts stay accurate on either ruleset.

What logs should I send for a desync review?

Send a replay clip with timestamps, both pings, server region, tickrate if known, and any packet capture. I need at least two angles to confirm client-authoritative hitreg faults.