Change the server tick rate in ConanSandbox/Saved/Config/WindowsServer/Engine.ini. Under [/Script/OnlineSubsystemUtils.IpNetDriver], add or edit NetServerMaxTickRate=30, save the file, and restart the server. Thirty ticks per second is Funcom’s documented baseline. A higher number can be tested, including 60, but it is not a universally safe setting: CPU demand rises with player, NPC, building and mod activity, and an overloaded server can show less stable server frame rate (sfps).
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What the Conan Exiles tick rate controls
The tick rate is the target frequency at which the dedicated server processes and replicates game information. A setting of 30 means the server aims to process up to 30 ticks each second. It is a server-side value, so changing it in the dedicated-server configuration affects everyone connected to that server; changing a client graphics or network option does not change the server’s tick rate.
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Where the setting lives
Funcom’s dedicated-server documentation places the main configuration files in ConanSandbox/Saved/Config/WindowsServer:
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Engine.inicontains engine and networking settings, including the documented tick-rate key.ServerSettings.inicontains many gameplay, progression and rate settings, but the official tick-rate example is inEngine.ini.
The exact WindowsServer directory applies to a Windows dedicated-server installation. A hosting control panel may hide the physical path and expose the same file through a configuration editor. Panel labels and available in-game controls vary by provider and game version.
Before editing: protect the current configuration
Stop the server before changing the file. Editing a live configuration can be blocked by the panel, overwritten when the service shuts down, or saved incompletely. Make a copy of Engine.ini first so you can restore the previous state.
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1Scan for outdated or missing drivers - takes under a minute2Repair Windows errors before they cause bigger problems3Fix the driver behind crashes, sound loss and screen glitches- Record the current value, if
NetServerMaxTickRatealready exists. - Back up the complete
Engine.ini, not just the one line. - Note the current player count, active NPC population, building density, mod list and typical CPU usage. These are the conditions against which you should judge a new value.
- Schedule a restart when players can reconnect, because the change is not applied to an already-running process.
Change the tick rate on a self-managed dedicated server
- Stop the dedicated server. Use the service manager, startup script or server-control method you normally use. Wait until the process has fully exited.
- Open the configuration directory. Navigate to
ConanSandbox/Saved/Config/WindowsServerin the server installation. - Open
Engine.iniin a plain-text editor. Do not put the setting inServerSettings.ini; that is a different configuration file. - Find the IpNetDriver section. Locate the exact section header
[/Script/OnlineSubsystemUtils.IpNetDriver]. Section headers use square brackets and must remain unchanged. - Add or edit the key. On its own line below that section, enter
NetServerMaxTickRate=30for the documented baseline, or replace30with the test value you intend to evaluate. - Save the file as plain text. Keep the filename
Engine.iniand its.iniextension. Avoid an editor that silently saves it asEngine.ini.txt. - Start the server again. The dedicated server reads the value during startup. A restart is required after every change.
A minimal valid excerpt looks like this:
[/Script/OnlineSubsystemUtils.IpNetDriver]
NetServerMaxTickRate=30
If the section already contains other entries, leave them in place and add the key on a separate line. If the key appears more than once, remove duplicate copies and keep one deliberate value in the correct section; duplicate entries make it difficult to tell which value a particular build reads.
Change it through a hosting control panel
Panels generally provide the same file through a text editor rather than giving you a different tick-rate mechanism. The safe sequence is:
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- Use the panel’s stop control and wait for the server status to show that it is offline.
- Open the
Engine.inior configuration editor for the server. - Find
[/Script/OnlineSubsystemUtils.IpNetDriver]and add or editNetServerMaxTickRate. - Save the configuration in the panel.
- Start the server and wait for it to finish loading before testing.
Stopping before editing and restarting after saving is the procedure recommended in current dedicated-server hosting documentation. If the panel offers both a raw-file editor and individual setting fields, use the field that explicitly maps to Engine.ini and verify the resulting file when possible. A panel may regenerate configuration files during an update, migration or reinstall, so keep your backup and recheck the value after those events.
What value should you use?
Use 30 as the starting point. Funcom’s setup example uses NetServerMaxTickRate=30, and a Funcom forum tooltip advises that administrators should probably stick with the default because CPU cost increases as player and NPC counts rise and sfps can become irregular. That is a practical baseline, not a promise that every server will perform identically.
No cited Funcom material establishes a universal safe maximum or guarantees that 60 ticks will improve gameplay. Hardware generation, concurrent players, active AI, construction density, physics activity and mods all change the result. Treat every value above the baseline as a controlled experiment on your own server.
| Target | How to treat it | What to watch |
|---|---|---|
30 |
Documented Funcom example and sensible baseline. | Whether sfps remains stable and CPU retains headroom during the busiest normal period. |
| A modest increase | Optional test only after the 30-tick configuration is stable. | Peak CPU use, sfps variation, player count, NPC activity and mod-related work. |
60 |
Possible evaluation target for an administrator who wants to test a higher rate; not a documented universal recommendation. | Missed ticks, irregular sfps, rising CPU saturation, stutter, delayed simulation and disconnects under real load. |
Change one variable at a time. If you change the tick rate, add a mod and increase the player cap in the same restart, you will not know which change caused a performance difference.
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How to evaluate a higher tick rate
Measure the baseline first
Run the server at 30 during a representative period rather than testing only while alone in an empty area. Record concurrent players, approximate NPC activity, busy building areas, mod state, CPU utilization and the server’s reported sfps. A quiet test can make an aggressive value look safe even though the server fails during an event or peak evening.
Increase in small steps
Raise the value incrementally, restart, and allow enough normal play for the same workload to occur. Do not infer a benefit from a single short login. Compare the new run with the baseline using the same practical indicators: stable sfps, CPU headroom and the absence of new simulation or replication symptoms.
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Stop when the server loses headroom
A higher target is counterproductive when the machine spends its time trying to reach it. Warning signs include irregular sfps, CPU saturation, periodic stutter, delayed AI reactions, rubber-banding or players being disconnected during busy moments. If those symptoms appear, return to the last stable value rather than continuing upward.
Judge responsiveness, not just the number
The setting is worthwhile only if the server remains stable under the workload your community actually creates. A theoretical increase in update frequency is less useful than a consistent 30-tick simulation that does not fall behind. Do not claim a percentage improvement unless you have measured it on the particular server and workload.
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Why raising the rate can hurt performance
Every additional target tick asks the server to process game state more frequently. The work includes player movement and replication, NPC and AI activity, building and world simulation, physics-related tasks and mod code. More concurrent players and more active NPCs increase the amount of state that may need attention on each cycle. Dense bases and heavily scripted mods can create expensive bursts even when the player count is modest.
When the CPU cannot sustain the requested frequency, the server’s actual frame rate becomes uneven. This is the reason the Funcom tooltip warns that “the more players you have, the more NPC are active, the more the CPU cost will be high” and that sfps can become “very irregular.” The warning is about server workload, not a claim that every higher value always fails.
How to verify that the change loaded
- After the restart, stop the server again if necessary and reopen
Engine.inito confirm the saved line is still under[/Script/OnlineSubsystemUtils.IpNetDriver]. - Check the server’s startup or configuration output for parsing errors. A malformed section, misspelled key or accidentally renamed file can leave the server running while ignoring the intended value.
- Join with a test account and observe the server under normal activity rather than an empty spawn area.
- Compare sfps and CPU behavior with the baseline notes. Keep the same player, NPC, building and mod conditions as far as practical.
- Have another administrator confirm that the panel or update process did not rewrite the file after startup.
Do not use a successful boot as proof that the new value is beneficial. The server can accept the file and still perform worse once the world is busy.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshooting common problems
The setting appears to do nothing
- Confirm that you edited
Engine.ini, notServerSettings.ini. - Check the spelling and capitalization of
NetServerMaxTickRate. - Make sure the line is below the exact
[/Script/OnlineSubsystemUtils.IpNetDriver]header. - Verify that the file is in the active
ConanSandbox/Saved/Config/WindowsServerdirectory rather than a template, backup or local client directory. - Stop and start the server; saving a file while the process is running does not apply the value to that process.
The server will not start after editing
Restore the backup of Engine.ini, start the server at the last known-good value, and then reapply only the tick-rate line with a plain-text editor. Check for accidental quotation marks, an extra extension, a damaged section header or unrelated edits made in the same session.
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The value keeps reverting
A hosting panel, deployment script, update process or configuration generator may be writing the file again. Stop the service, make the change in the panel’s authoritative editor, save it, restart, and inspect the resulting file. Keep a copy of the desired configuration so you can compare it after maintenance.
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Performance became worse
Return to 30 or the last stable value, restart, and repeat the same workload test. Record whether the problem appears only at peak player counts, in a particular base, around many NPCs or with a specific mod set. The evidence supports reducing the target when CPU cost and sfps instability outweigh any perceived responsiveness; it does not support a single hardware-independent fix.
The panel has no tick-rate field
Look for a raw Engine.ini or advanced configuration editor. If the provider does not expose the file, ask its support team whether the server uses the WindowsServer configuration path and whether custom engine settings survive restarts and updates. Do not place the key in an unrelated gameplay-settings field simply because it is available.
In-game administration versus file editing
After authenticating as an administrator, Conan Exiles exposes many server controls in-game. However, Funcom’s dedicated-server setup guide specifically documents the tick-rate key in Engine.ini. Whether a particular build or provider surfaces this setting in an in-game menu is version- and provider-dependent. For a repeatable dedicated-server configuration, use the file path and section documented above, then restart.
What changed with Conan Exiles Enhanced 2.2.0
Funcom’s September 15, 2026 Conan Exiles Enhanced 2.2.0 update moved the game to Unreal Engine 5.8.2 and replaced the prior Unreal Engine 4 networking model with Iris. That networking change matters to server operators because older configuration guides may describe a different runtime. The NetServerMaxTickRate procedure documented for the dedicated server remains the practical place to check, but you should re-open the generated configuration and test it after a major update instead of assuming that an old guide or copied file still applies unchanged.
After updating, verify the active path, confirm that the IpNetDriver section and key are present, start at the 30-tick baseline, and repeat your workload measurements. Treat an update as a new test condition even if the line survived intact.
Rollback and maintenance checklist
- Stop the server.
- Restore the backed-up
Engine.ini, or changeNetServerMaxTickRateback to the last stable value. - Save the file in the same WindowsServer configuration directory.
- Start the server and verify that it loads normally.
- Record the stable value and the workload conditions in your administrator notes.
- Repeat the check after game updates, provider migrations, mod-pack changes or hardware changes.
The durable operating rule is simple: keep 30 as the reference configuration, make one measured change at a time, and keep the value that preserves stable sfps and CPU headroom for your actual community.
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