 A single update of a game simulation is known as a tick.The rate at which the simulation is run on a server is referred often to as the server's "tickrate"; this is essentially the server equivalent of a client's frame rate, absent any rendering system.Tickrate is limited by the length of time it takes to run the simulation, and is often intentionally limited further to reduce instability introduced by a fluctuating tickrate, and to reduce CPU and data transmission costs.