At 128Hz, your server has 7.8ms per tick to read game state, run physics, simulate the world, and send updates to 100 players. Standard state reads (Redis, shared memory at 1–10μs per object) consume 40–60% of that budget. Cachee serves player positions, health, inventory, and world state from L1 cache at 17ns — giving 99% of the tick budget back to your simulation.
Each tick, the server reads state for every player and world object, runs physics, simulates the game, then sends updates. The tick budget bar shows exactly where the time goes.
Game engines are incredibly optimized — physics, collision, AI all run in microseconds. But every tick, the server must also read the current state of every relevant object. At 128Hz with 100 players, that's 10,000–50,000 state reads per second. This is where the budget disappears.