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What the Killing Floor 2 tick rate changes
A server tick is one simulation update processed by the game server. The tick rate is the maximum number of those updates per second. A higher value can make the server process movement, combat and hit detection more frequently, but it also increases the server’s processing and network workload. The setting is controlled by the server, not by an individual player’s client.
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The internet and LAN settings are separate. Internet players use NetServerMaxTickRate; LAN sessions use LanServerMaxTickRate. Changing one does not automatically change the other. If you host both types of session, set and test both values deliberately.
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| Setting | Commonly reported value | What it applies to |
|---|---|---|
NetServerMaxTickRate |
30 | Internet connections |
LanServerMaxTickRate |
35 | LAN connections |
The 30 internet figure is reported from Tripwire Interactive documentation quoted in a 2020 Steam discussion. The 35 LAN figure appears in a 2017 Steam configuration guide. They are configuration references, not a promise of a particular latency, frame rate or gameplay improvement on every machine.
Before you edit the server
Make the change while the dedicated server is stopped. Editing a file while the server is running can leave you unsure whether the process has already loaded the old value, and some hosting systems may rewrite settings during a restart.
- Confirm that you can access the server’s configuration files, panel, or container environment.
- Record the current values of both tick-rate variables.
- Make a copy of the configuration file, or otherwise save the original settings so you can roll back.
- Tell connected players that the server will be unavailable during the restart.
- Change one variable at a time. A single-variable change makes a resulting problem easier to diagnose.
If the server is managed by a hosting panel or container, use that system’s documented setting instead of editing a generated file that may be overwritten.
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Windows: change the dedicated-server configuration
- Stop the dedicated server. Use the server console, service manager or hosting control panel and wait until the process has exited.
- Back up the file. Copy
KFGame/Config/PCServer-KFEngine.inito a safe location. Include the date or the old tick values in the backup name. - Open the file in a plain-text editor. Do not use a word processor that can add formatting.
- Find the correct section. Search for the exact heading
[IpDrv.TcpNetDriver]. The tick settings belong in this network-driver block, not in an unrelated demo-recorder section. - Edit the relevant variable. For internet play, change
NetServerMaxTickRate. For LAN play, changeLanServerMaxTickRate. Keep the spelling and capitalization intact. - Save the file without changing its extension. Ensure the file remains an INI file rather than becoming a second file such as
PCServer-KFEngine.ini.txt. - Start the server again. A restart is required for the server process to read the new value.
- Play a real match and observe it. Do not keep the setting solely because the server starts. Check normal movement, shooting, enemy spawning and collision behavior with players connected.
A minimal configuration looks like this:
[IpDrv.TcpNetDriver]
NetServerMaxTickRate=30
LanServerMaxTickRate=35
Those numbers preserve the commonly reported internet and LAN values. To test a different rate, change only the applicable line, restart, and compare the result with the backed-up configuration available for rollback.
Linux: locate the equivalent engine file
Linux dedicated servers use the Linux engine configuration, named LinuxServer-KFEngine.ini in the dedicated-server documentation. The installation location varies with the distribution method and the directory chosen for the server, so use the path supplied by your Linux server package or deployment documentation rather than assuming the Windows path.
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- Stop the Linux server process or service.
- Back up the existing
LinuxServer-KFEngine.ini. - Open the file with a text editor such as the one normally used to administer that server.
- Locate
[IpDrv.TcpNetDriver]. - Set
NetServerMaxTickRatefor internet players orLanServerMaxTickRatefor LAN players. - Save the file, then start or restart the server service.
- Join a match and verify the behavior before treating the value as permanent.
If a service manager, startup script or container generates the configuration at launch, make the change in that manager’s supported configuration instead. Otherwise, the next deployment may restore the previous value.
Which tick rate should you choose?
30 ticks per second: the conservative internet baseline
A value of 30 is the commonly reported default for internet servers. It is the sensible starting point when you have not measured a specific need for a higher rate. Keep it when the server is stable, when its hardware is modest, or when you want the least-risk configuration.
35 ticks per second: the documented caution boundary
Thirty-five is commonly listed for LAN play and is also the boundary highlighted by Tripwire’s warning. A Tripwire developer, Molly, wrote: “I’d like to add here that changing your server tick rate to above 35 can result in issues. Most commonly people see zeds sinking into the floor. We do not recommend going above that rate.” Treat 35 as the highest practical value to try without accepting an explicitly experimental configuration.
60 ticks per second: a community experiment, not a recommendation
A Steam guide says the value can be raised to 60, and gives associated bandwidth examples. That does not override Tripwire’s warning. Values above 35 should be considered experimental: test them on your own server, keep a rollback copy, and expect to return to 30 or 35 if any gameplay or stability problem appears. No independent benchmark establishes a universal latency or performance gain from 60 ticks.
| Value | Use this when | Risk and qualification |
|---|---|---|
| 30 | You want the standard internet setting or maximum conservatism. | Commonly reported internet default; no guaranteed performance outcome. |
| 35 | You need the commonly listed LAN rate or want to stay at the warning boundary. | Commonly listed LAN value; Tripwire specifically warns about going above it. |
| 36–60 | You are deliberately testing an unsupported or experimental configuration. | Tripwire does not recommend values above 35; zeds sinking through floors is the most commonly reported issue. |
Tick rate and bandwidth settings
The same [IpDrv.TcpNetDriver] block contains MaxClientRate and MaxInternetClientRate. These limits affect how much data can be sent to clients; they are separate from the number of simulation ticks.
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A 2017 community configuration guide gives the following examples for a 60-tick server:
| Example server | Example rate cap | Qualification |
|---|---|---|
| Six slots | 32000 |
Sizing example from the guide, not a guarantee for every host or player count. |
| Twelve slots | 64000 |
Sizing example from the guide, not a universal requirement. |
Do not assume that copying either number will fix connection quality. The examples are tied to the guide’s six-slot and twelve-slot 60-tick scenarios. Your available upload bandwidth, server hardware, number of players and other traffic determine whether a particular cap is appropriate. If you alter a bandwidth value, record it separately and test it independently from the tick-rate change.
Managed hosting panels
Some game-server hosts expose a Tickrate field in the server settings instead of giving you direct access to the INI file. Shockbyte’s Killing Floor 2 documentation, for example, describes a Tickrate option in its settings interface. In a panel-based deployment:
For a hosted Killing Floor 2 server, Godlike.Host provides a game panel for managing the server and 24/7/365 support by live chat or ticket. Its Killing Floor 2 plans list 10, 20 and 30 slots; Survival is a 6-player mode and Versus Survival an up-to-12-player mode (Tripwire’s Killing Floor 2 wiki, archived 11 Jul 2026).
- Stop the server from the panel.
- Open the Killing Floor 2 server settings or startup configuration.
- Enter the desired tick rate in the panel’s Tickrate field.
- Save the configuration.
- Start or restart the server.
- Confirm that the panel retained the value after the restart.
The panel’s label may represent the internet setting only. If you need a different LAN value, check whether the host exposes LanServerMaxTickRate separately; do not infer that both variables changed.
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Docker and other container deployments
Containerized Killing Floor 2 deployments can expose the server value as the environment variable KF2_NET_SERVER_MAX_TICK_RATE. The cited container documentation lists a default of 30.
- Stop the container before changing its configuration.
- Change
KF2_NET_SERVER_MAX_TICK_RATEin the compose file, container environment, or deployment configuration used to create the container. - Recreate or restart the container according to that deployment’s instructions.
- Check that the environment variable is present in the running container after startup.
- Join a match and test the setting before changing additional variables.
Editing a file inside a running container may not survive recreation. Store the variable in the deployment definition or persistent configuration that your container manager uses.
Does the client need the same tick rate?
No. A player cannot force a server to run at a higher tick rate, and the client does not need a matching setting. The dedicated server determines its own update limit. A client can only connect and play within the behavior the server provides; changing a local configuration does not raise the server’s tick rate.
When diagnosing a perceived difference, first identify whether the session is internet or LAN, then check the corresponding server variable. A correctly edited internet value will not change a LAN session that is still governed by LanServerMaxTickRate.
How to test a changed rate safely
Use a controlled change rather than several simultaneous edits. The following sequence makes it easier to identify whether a problem came from the tick rate or another setting.
Best Value
- Write down the original internet and LAN values.
- Stop the server and create a dated backup.
- Change one applicable tick variable.
- Restart the server and confirm that it reaches a playable state.
- Run a real match with the usual number of players, not just an empty server.
- Check enemy movement, collision with floors and stairs, weapon hits, doors, pickups and wave transitions.
- Observe the server under the expected player count for long enough to expose intermittent problems.
- If behavior is worse, stop the server and restore the backup value.
A test that only confirms the process starts is insufficient. The documented high-rate failure involves zeds sinking through the floor, which may become apparent only during active gameplay.
Troubleshooting common problems
The new rate appears to have no effect
- Confirm that the server was stopped before editing and restarted afterward.
- Check that you edited
PCServer-KFEngine.inion Windows or the Linux server engine file on Linux. - Verify the heading is exactly
[IpDrv.TcpNetDriver]. - Make sure you changed
NetServerMaxTickRatefor internet play rather than only changing the LAN variable. - For a hosted panel or container, verify the setting in that system instead of editing a temporary generated file.
Zeds sink through the floor after raising the value
This is the specific problem Tripwire associates most commonly with rates above 35. Stop the server, restore the last stable value—normally 30 or 35—and restart. Do not keep increasing the rate to compensate; the warning indicates that the higher setting itself can create the fault.
The server starts but players experience connection problems
Separate tick-rate testing from bandwidth testing. If you also changed MaxClientRate or MaxInternetClientRate, restore the previous caps first and test again. The 32000 and 64000 figures are examples for particular six-slot and twelve-slot 60-tick scenarios, not universal values.
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The setting returns to its old value after a restart
A hosting panel, startup script or container may be regenerating the INI file. Put the value in the panel’s Tickrate field or in the persistent environment configuration, then restart through that system. Keep a copy of the effective configuration so you can compare it after deployment.
The server will not load after editing
Restore the backup immediately, then start the server. Reopen the file as plain text and check for a misspelled variable, malformed section heading or accidental file-extension change. Reapply only one simple value after the original configuration is confirmed stable.
A rollback plan worth keeping
Keep the untouched configuration and each tested revision separately. A practical naming scheme is the original file plus dated copies such as “before-tick-change” and “tick-35-tested.” If a high-rate experiment causes floor collision, instability or unexplained connection behavior, reverting the one changed variable should be faster than rebuilding the entire server configuration.
The safest operating pattern is therefore: back up, change one variable, restart, test a real match, and retain the change only if the server remains stable for the player count and session type you actually run.
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