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They're right, when they said 0.6s tick they mean there's a tick every 0.6 seconds.

It's important to some players because you can get some odd behaviour out of the game by starting multiple actions on the same tick or on the tick after you started a different action. It's ridiculous click intensive but you can get weird benefits like cutting the time to take an action short or get xp in 2 skills at once.



For those unfamiliar, the act of absuing the tick system to "stack" actions like this is called "tick manipulation". It's a relatively common practice among high-efficiency players and PKers (player killers, players who engage in PvP). Many players eventually come to use this mechanic in PvE regarding "hard food", "soft food", and potions. Typically, your character is limited to one action per tick, but due to engine limitations and quirks, multiple actions can be performed in the same tick that would, out of "correct" order, take multiple ticks. A great example of this is eating a piece of hard food, eating a piece of soft food, and drinking a dose of a potion in the same tick. Out of order, this isn't possible and your character is limited to healing once per tick. Done in the correct order, your character may heal three times in a single tick.

RS3 has almost seemingly leaned into this quirk of the engine, causing many high level activities to top out around 250-300 actions per minute (2.5-3x the tick rate of the game itself, as measured by keypresses in some streamers' software setup; this doesnt include mouse interactions). These extra actions include swapping weapons, casting spells, swapping gear, using items, eating food and consuming potions, changing prayers (character effects/buffs), and movement. Gameplay becomes incredibly complex due to the nuances of the engines interpretation of actions, despite the limited temporal fidelity of actions. These actions become so rhythmic in fact, that many players will play 100 or 200 BPM music as they play to subconsciously sync their actions to the game engine.




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