 A lower tickrate increases latency in the synchronization of the game simulation between the server and clients.Tickrate for games like first-person shooters can vary from 60 ticks per seconds for games like "Quake" or "" in competitive mode to 30 ticks per seconds for games like "Battlefield 4" and "Titanfall".A lower tickrate also naturally reduces the precision of the simulation, which itself might cause problems if taken too far, or if the client and server simulations are running at significantly different rates.