# Tick\_Rate limitation

**URL:** <https://forum.heroiclabs.com/t/tick-rate-limitation/1135>\
**Category:** Game Design\
**Tags:** sdk-unity\
**Created:** [November 13, 2020, 11:18am UTC](https://forum.heroiclabs.com/t/tick-rate-limitation/1135 "2020-11-13T11:18:12Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![white-sparrow](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/white-sparrow/32/360_2.png) [@white-sparrow](https://forum.heroiclabs.com/u/white-sparrow)\
**Post date:** [November 13, 2020, 11:18am UTC](https://forum.heroiclabs.com/t/tick-rate-limitation/1135/1 "2020-11-13T11:18:12Z")

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hi guys  
I want to know why the tick\_rate maximum value is limited to 30? I have a problem with collisions detection in fast movements. The Server receives players’ input and trying to simulate their movement and in every players position update cycle, the server compares positions. In low tick\_rate values even 30, the server can’t detect collision in lots of situations when players speed is higher than a certain value.  
I am using this simple formula for movement:  
**new position = current position + speed / tick\_rate**  
and it’s obvious in tick\_rate=60 we have smoother movement and the server can find collision far better than tick\_rate=30

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**Author:** ![zyro](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/zyro/32/14_2.png) [@zyro](https://forum.heroiclabs.com/u/zyro)\
**Post date:** [November 13, 2020, 2:01pm UTC](https://forum.heroiclabs.com/t/tick-rate-limitation/1135/2 "2020-11-13T14:01:02Z")

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The maximum tick rate is set at 30 to ensure a balance between individual matches, maximum match concurrency, and runtime scheduler load. We’re looking into increasing this upper limit soon.

Meanwhile the standard approach is to use both the new and old positions of 2 objects to check if the lines **[object1-old-position, object1-new-position]** and **[object2-old-position, object2-new-positions]** intersect. This kind of collision formula that’s a little bit less sensitive to the delta between new and old positions of your entities.

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**Author:** ![white-sparrow](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/white-sparrow/32/360_2.png) [@white-sparrow](https://forum.heroiclabs.com/u/white-sparrow)\
**Post date:** [November 13, 2020, 2:36pm UTC](https://forum.heroiclabs.com/t/tick-rate-limitation/1135/3 "2020-11-13T14:36:28Z")

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Thanks, Zyro  
I eager for 60fps game logic in the server, meanwhile i should say this, i don’t compare the exact position of players and I has implemented something like your approach for collision detection, but you know for low fps/ high speed, delta distance for each player is too much and even approaches like that you mentioned have trouble with this situations especially when we want the approximate point of collision.
