Packet loss test

Test packet loss, ping and jitter over real UDP, then see what the result means for gaming, calls and streaming.

Packet loss %
Ping ms
Jitter ms

Each tick is a packet. Taller ticks took longer. Red marks are packets that never came back.

Test length

Sends 1500 small UDP packets to your nearest Cloudflare edge and back.

A packet loss test that uses real UDP

This packet loss test sends a steady stream of small UDP packets from your browser to the nearest Cloudflare edge and back, fifty a second, and counts how many return. Each packet also carries the time it left, so the same run tells you your ping and your jitter. At the end you get the three numbers, a timeline of the whole run, and a plain verdict on what the connection is good for.

The UDP part matters. Games, voice chat and video calls all send their data over UDP because it never waits for a lost packet to be resent: a late voice sample is worthless, so it is simply dropped. A test that runs over an ordinary web request uses TCP instead, and TCP quietly resends anything that goes missing. That kind of test can only ever report 0% loss, however bad your line is. Here the packets travel on a WebRTC data channel set to never retransmit, so a packet the network drops stays dropped and shows up in the count.

How to read the packet strip

The strip under the numbers draws every packet in the run from left to right. The height of each tick is how long that packet took to come back, so a flat, low strip is a healthy connection. A red mark means the packet never returned.

Where the red marks fall tells you more than the percentage. Marks scattered evenly across the run point to a constant fault, such as a damaged cable or a line that is running close to its limit. Marks bunched into one or two clumps point to something that happened at that moment: a microwave, a neighbour's wifi, somebody starting a big download. Tall ticks with no red marks are latency spikes, which feel like lag even when nothing is lost.

What your result means

For most people the answer is clear from the verdict list under the test, which rates the run separately for online gaming, voice calls, video meetings, streaming and ordinary browsing. The same connection can be fine for one and poor for another, because each use tolerates loss, ping and jitter differently. Streaming video buffers ahead and shrugs off a few percent of loss. A competitive shooter notices half a percent.

Rough bands for a wired or good wifi connection
MeasureGoodNoticeableA problem
Packet lossUnder 0.5%0.5% to 2%Over 2%
PingUnder 40 ms40 to 100 msOver 150 ms
JitterUnder 5 ms5 to 30 msOver 30 ms

Why a run lasts 30 seconds

Packet loss is rarely constant. A connection can run clean for ten seconds and then drop a burst of packets when the wifi router changes channel or another device on the network starts uploading. A three-second test often misses that burst entirely, and a result of 0% from a short test only means nothing went wrong in those three seconds.

The default run sends 1,500 packets over 30 seconds, which is long enough to catch most intermittent loss and short enough to sit through. If your problem comes and goes, choose the 60-second run, or use the internet stability test, which starts at 60 seconds and counts the seconds where loss or ping spiked. At fifty packets a second of 160 bytes each, the whole test uses less than one megabyte, so it does not load your connection or change the result it is measuring.

Where the packets go

The test connects through Cloudflare's TURN relay, which runs in hundreds of cities worldwide. Your browser is routed to the nearest one automatically, so the result reflects your own connection, meaning your wifi, your router and your internet provider, rather than the distance to one far-away test server. A packet leaves your device, reaches that nearby edge, and comes straight back.

That is also the limit of what this measures. It will show loss on your side of the internet, which is where nearly all fixable loss happens. It cannot see loss on the path between your provider and a particular game server on another continent. If this test is clean and one game still drops packets, the problem is likely on that route or on the game's own servers.

What to do if you have packet loss

  • Test on a cable. Plug your computer into the router with an Ethernet cable and run the test again. If the loss disappears, the cause is your wifi. See wifi or ethernet: where packet loss comes from.
  • Restart the router and modem. It clears overloaded connection tables and memory leaks that build up in cheap routers, and it is free.
  • Stop other traffic. Pause downloads, cloud backups and streams on other devices, then test again. A full upload is the most common cause of lag nobody notices.
  • Check the cables. A worn Ethernet cable or a loose coax connector causes steady, even loss. Swap it for a known good one.
  • Call your provider with the result. If loss persists on a cable with nothing else running, copy the result and send it to your ISP. A timestamped number is harder to dismiss than "my internet is laggy".

The full walk-through, from the five-minute checks to what to say to your ISP, is in how to fix packet loss.

No sign-up, nothing stored

The test runs in your browser and needs no account, app or download. Your result is calculated on your own device and is not saved anywhere; the relay only sees anonymous test packets that carry a sequence number and some padding. The short-lived relay credentials each run uses expire after five minutes.

Frequently asked questions

What is packet loss?

Packet loss is the share of data packets that are sent across a network but never arrive. Everything you do online is broken into packets, and a small number going missing is normal. When the rate climbs above about 1%, calls break up, games rubber-band and video stalls.

How do I test for packet loss?

Press Start on the test above. It sends 1,500 UDP packets over 30 seconds to a nearby relay and counts how many come back. On Windows you can also run "ping -n 100 1.1.1.1" in Command Prompt and read the "Lost" figure, but ping uses a much lower packet rate and many networks treat it differently from game and call traffic.

What is an acceptable packet loss rate?

Under 1% is acceptable for almost everything, and under 0.5% is what you want for competitive gaming and voice calls. Between 1% and 2.5% calls start to degrade noticeably. Above 5% most real-time apps become hard to use, although streaming and downloads still work because they resend what is lost.

Is 1% packet loss bad?

It is noticeable but not a disaster. In a fast online game 1% means a missed update every couple of seconds, which you may feel as small hitches. On a voice call it causes occasional clipped words. For browsing and streaming it makes no visible difference.

What causes packet loss?

On home connections the usual causes are weak or congested wifi, a faulty cable or connector, an overloaded router, other devices saturating the upload, and faults or congestion on the provider's network. Loss that disappears on an Ethernet cable is almost always wifi.

How do I fix packet loss?

Test on a wired connection first to rule out wifi, restart your router and modem, stop other traffic on the network, and replace any suspect cables. If loss continues on a cable with nothing else running, the fault is most likely on your provider's side and you should send them your test result.

What is jitter?

Jitter is how much your ping varies from one packet to the next. A connection with a steady 40 ms ping has low jitter; one that jumps between 20 ms and 90 ms has high jitter. Voice and video apps have to buffer to smooth it out, so high jitter causes robotic audio and delays even with no loss.

What is a good ping?

Under 20 ms is excellent, 20 to 50 ms is good for any game, 50 to 100 ms is playable for most, and over 150 ms is noticeably laggy. The ping this test shows is to the nearest Cloudflare edge, so it is close to the best your connection can do. Your ping to a game server will be that plus the distance to it.

Why does this test use UDP instead of a normal download?

Because a normal web request travels over TCP, which automatically resends anything that goes missing, so the loss never becomes visible to the page. Games and calls use UDP, which does not resend. Testing over UDP with retransmission turned off is the only way a browser can see packet loss the way your game or call experiences it.

Does wifi cause packet loss?

Very often. Wifi shares the air with neighbours, other devices and household interference, and it drops and retransmits frames when the signal is weak. Run this test on wifi, then on an Ethernet cable at the same spot. If the loss disappears on the cable, your wifi is the cause.

Can a VPN fix packet loss?

Only in a narrow case: when your provider has a congested or badly routed link to one particular destination, a VPN can take a different route around it. A VPN cannot fix loss on your wifi, your router or your own line, and it adds ping, so test with and without it before keeping it on.

Why does my test show 0% loss but my game still lags?

This test measures your connection to the nearest Cloudflare edge, which covers your wifi, router and provider. If that is clean, the lag is coming from further out: the route to the game server, the game server itself, or high ping to a distant region. Check the game's own network graph for server-side loss.

Why did the test say UDP is blocked?

Some school, office, hotel and public networks block UDP entirely, and some VPNs and firewalls do too. When that happens no packets can reach the relay. It is worth knowing, because the same block also stops most online games and forces calls onto slower fallback routes.

Does the test use much data?

No. A 30-second run sends 1,500 packets of 160 bytes, roughly 300 KB each way once network headers are added, and a 60-second run about twice that. It is light enough to run on a mobile connection and far too small to slow down anything else on your network.