




Only DoTs and HoTs are on a 3 second tick. The game checks for positional updates every 300ms. (last we knew) I believe some instances have faster positional updates.FFXIV servers have tickrate most abysmal of .3 ticks per second. It takes roughly three seconds for server to register a tick unless this has changed (still used to calculate dot tick potency so unlikely to have changed). For added perspective a Minecraft server ticks twenty times per second.
GCD length has nothing to do with tick rate or it would default to three seconds and more to do with limiting ogcd usage within the gcd window. All animations have base delay of .7 seconds. If you multiply .7 by three you get 2.1 (the shortest gcd where one can double weave). If you multiply .7 by four you get 2.8 (making triple weaving without clipping impossible at any base gcd). The client introduces additional delay onto each queued action (50 ms I believe? Cannot remember) for "sanity checking" making even insubstantial latency increases felt.
FF14 is more sensitive to any latency increases when you consider the low server tick rate and needless additional 50 ms delay ontop of .7 second animation lock for all animations before ability/spell will register.
They could hypothetically increase this tick rate at cost of additional cpu cycles and bandwidth. Tick rate is easily one of most demanding aspects so is first thing to be reduced. Hope this assists!
If any do it would be instance server but doubtful it snapshots at anything beyond 300 ms for mechanics.
Correction, meant 500ms delay sanity check on initial post for ability usage. Unsure why I put 50 other then my brain is broken.
Ability delay appears to be greatest at roughly three seconds.
Player position update packets appear to be processed roughly every one second or greater. The server may know where you are every .3 seconds but it does not share this with other clients.
Mechanics are about the only thing that appear to even attempt snapshotting at the .3 tick mark and depending on latency/server load this can wildly fluctuate.
Sometimes I feel like I am having the stroke when I type in English, please forgive.I speak it every day almost yet still feel like neophyte speaker and typer.
Ohhh right! Forgot the mentioning of this during my initial post. It may say .3 tick on the tin but that is equivalent of monitor giving black to black refresh rate. Many more systems working here and .3 tick only appears to apply to if in bad apply damage if not good. Much like Minecraft twenty ticks apply mostly to block logic and not update player position.
If you wish to test this without firing up packet monitoring software attempt making many quick but subtle movements with your character. Now watch 70% of that be dropped on second client. FF14 uses some of worst ping interpolation I have ever ever ficken seen, outright dropping certain player inputs entirely rather then estimating movement.
It is most common to be in quantum state of movement in FF14 land (I blame magic). You can be both in front of someone and behind them at same time. It is something to behold.
The majority of ping related delays occur upon entry to their network or within this network. NTT is notorious for this. Uncertain if this is traffic shaping issue or shoddy nodes but it really really exacerbates the low tick rate issue. Doubtful the tick rate will be increased any time soon. It works for them and is inexpensive. Would love at minimum thirty ticks buuuut understand this will probably never happen.
FF14 is also awful at handling dropped packets. Even handful of dropped packets (common as heck) will result in total disconnect rather then reconnection attempt.
TL;DR - Not gonna happen because one single data center is not enough for multiple countries. It works in Japan though so it should work here is mentality.
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I speak it every day almost yet still feel like neophyte speaker and typer.


