Packet loss test for gaming

A test that sends traffic the way a game does, fifty small UDP packets a second, and tells you what that means for online play.

Packet loss โ€“%
Ping โ€“ms
Jitter โ€“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.

Updated

Why games suffer from packet loss more than anything else

An online game sends a stream of small UDP updates, tens of times a second: where you are, where you aimed, when you fired. The server does the same in return. None of it is resent when it goes missing, because by the time a replacement arrived it would describe a moment that has already passed. So a lost packet is a lost moment. Your character stutters back to where the server last heard from you, a shot that looked like a hit does not register, or an opponent jumps across the screen.

This packet loss test for gaming uses the same shape of traffic: UDP packets every 20 milliseconds, which is the rate of a 50-tick update, with no retransmission. It measures the loss, ping and jitter a game would experience on your connection, up to the nearest Cloudflare edge.

How much packet loss is too much for gaming

Jitter matters almost as much as loss. A game can compensate for a steady high ping by predicting movement, but it cannot predict a ping that swings between 20 and 90 milliseconds. Most games show a "network" or "net graph" overlay in their settings; if it reports loss during a match and this test is clean, the loss is on the route to that particular server rather than on your line.

ResultFast shootersOther online games
Loss under 0.5%, jitter under 5 msGreatGreat
Loss 0.5 to 1%Occasional hitchesFine
Loss 1 to 3%Rubber-banding, missed shotsNoticeable
Loss over 3%Unplayable in rankedFrustrating
Ping over 80 msDisadvantagedFine up to about 150 ms

Fixing packet loss before a match

  • Play on a cable. The biggest single improvement for most players. Consoles and PCs on wifi pick up loss from neighbours' networks and household interference.
  • Pause downloads everywhere. Game updates, cloud saves and other people's streams all compete for the same line. On consoles, check the downloads queue before you play.
  • Restart the router. Routers that have been on for weeks can struggle with the number of connections a game and a household open.
  • Pick the nearest region. Loss and ping both grow with distance. If your game allows a region choice, use the closest one.
  • Think twice about "gaming" VPNs. They can route around a single bad link, but they add their own hop. Test with and without; see does a VPN fix packet loss.

Console-specific settings (NAT type, DNS, Ethernet adapters) are in packet loss on PS5 and Xbox.

Frequently asked questions

Is 2% packet loss bad for gaming?

Yes, for fast games. 2% is one lost update every second or so at typical tick rates, which shows up as rubber-banding and shots that do not register. Slower games tolerate it better.

Why do I get packet loss in one game but not others?

The loss is probably on the route to that game's servers or on the servers themselves. If this test is clean, your own line is not the cause.

Does packet loss affect single-player games?

Only if the game needs a constant online connection. Purely offline play is unaffected.