Latency
Latency is how fast data is moving. How quickly does it get from point A to point B? (And it’s generally measured in milliseconds.)
Tick rate is how often a game refreshes its information. Usually, it’s measured in hertz. For example, a 128-tick server will update 128 times a second. Not to be confused with FPS (frames per second). This is how things are rendered on your screen per second.
A high tick rate is essential for multiplayer games, particularly first-person shooters. Most FPS games need a tick rate of at least 64. Any lower, and the server probably won’t keep up with the action.
Latency is how fast data is moving. How quickly does it get from point A to point B? (And it’s generally measured in milliseconds.)
Your matchmaker decides which players to group up for a session. It grabs information from each player and then runs it through a set of rules to figure out the best possible match.