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Game Latency Test

Real-time ping measurement to the server regions used by the 19 most-played online games. We test from your browser to Pong.com edge nodes co-located with each game's actual datacenters.

FortniteValorantCounter-Strike 2League of LegendsApex LegendsCall of Duty: WarzoneOverwatch 2Rocket LeagueRainbow Six SiegeDota 2EA Sports FCNBA 2KMadden NFLiRacingF1 25MinecraftRobloxGTA OnlineWorld of Warcraft
Pinging game-server regions...
FN

Fortnite

Epic Games

Battle Royale
30 Hz tick
...ms
Pinging...

Epic uses AWS regions globally. Building, editing, and one-pump aim trades all break down past 60ms.

VL

Valorant

Riot Games

Tactical FPS
128 Hz tick
...ms
Pinging...

Riot's 128-tick servers reward sub-30ms pings. Peeker's advantage and shot registration depend on it.

CS

Counter-Strike 2

Valve

Tactical FPS
64 Hz tick
...ms
Pinging...

Steam Datacenter Network. Sub-tick updates help, but pros still won't queue above 30ms.

LL

League of Legends

Riot Games

MOBA
30 Hz tick
...ms
Pinging...

MOBAs forgive higher pings than FPS, but flash-engages and skillshot dodges still need under 80ms.

AL

Apex Legends

EA / Respawn

Battle Royale
20 Hz tick
...ms
Pinging...

Apex's low server tick rate makes ping consistency more important than raw value. High jitter ruins fights even at 50ms.

CD

Call of Duty: Warzone

Activision

Battle Royale
22 Hz tick
...ms
Pinging...

Demonware servers on Azure and AWS. SBMM matchmaking can pull you into far-away lobbies, raising your effective ping.

OW

Overwatch 2

Blizzard

FPS
63 Hz tick
...ms
Pinging...

Blizzard's higher tick rate punishes high latency hard. Tracer, Genji, and Widow all play very differently above 50ms.

RL

Rocket League

Epic Games / Psyonix

Sports
60 Hz tick
...ms
Pinging...

Physics-based, deterministic netcode. Even 20ms differences feel like the ball reacts a frame late.

R6

Rainbow Six Siege

Ubisoft

Tactical FPS
60 Hz tick
...ms
Pinging...

Sub-second peeks and one-tap headshots. R6 trades are decided by who saw who first, which is decided by ping.

D2

Dota 2

Valve

MOBA
30 Hz tick
...ms
Pinging...

Steam Datacenter Network. Pings above 100ms turn projectile dodging into pure prediction.

??

EA Sports FC

EA Sports

Sports
30 Hz tick
...ms
Pinging...

Formerly FIFA. Pace dribbling, last-ditch tackles, and 50/50 headers all break down past 50ms. EA's matchmaking favors locality but cross-region lobbies happen.

??

NBA 2K

2K Sports

Sports
30 Hz tick
...ms
Pinging...

Park, Pro-Am, and MyTeam matchmaking can pull players cross-region. Sub-60ms is required for green release timing on jump shots.

??

Madden NFL

EA Sports

Sports
30 Hz tick
...ms
Pinging...

EA's Frostbite netcode for Madden is notorious for laggy snaps and rubber-banding catches. Pinging the right NA region is the difference between a pick and a TD.

??

iRacing

iRacing.com

Racing
60 Hz tick
...ms
Pinging...

Sim racing is the most latency-sensitive genre. Wheel inputs and contact physics are evaluated server-side. Pros disconnect rather than race above 40ms.

??

F1 25

EA Sports / Codemasters

Racing
30 Hz tick
...ms
Pinging...

Codemasters' F1 series uses EA infrastructure. Wheel-to-wheel battles in League races require sub-30ms ping or your car will warp through corners.

??

Minecraft

Mojang / Microsoft

Sandbox
20 Hz tick
...ms
Pinging...

Survival servers (Hypixel, MineplexMC, Wynncraft) tolerate higher pings, but PvP minigames and combat-heavy servers reward sub-100ms. Realms uses Multiplay/Azure.

??

Roblox

Roblox Corporation

Sandbox
30 Hz tick
...ms
Pinging...

Per-experience servers route via Roblox Cloud. Latency varies by game (PvP shooters punish ping; obbys do not). Sub-100ms keeps fast-paced experiences smooth.

??

GTA Online

Rockstar Games

Open World
30 Hz tick
...ms
Pinging...

Hybrid P2P / dedicated. Heists fail when one player has 200ms ping. Lower latency also means fewer transitions to single-player lobbies.

??

World of Warcraft

Blizzard

MMO
20 Hz tick
...ms
Pinging...

PvE quest content is forgiving. Mythic+ dungeons and Arena PvP need sub-80ms. Cross-region play (US on EU realms) usually means a 150ms+ baseline.

// How the test works

  • Real measurements. Each region is pinged 3 times per cycle. We report the median to filter out one-off spikes, plus jitter (max minus min) to show consistency.
  • Closest-server logic. For every game we test all of its known server regions and surface the lowest-latency one. The browser only pings each physical region once even when multiple games share it.
  • Refreshes live. Every 30 seconds the test re-runs in the background. Toggle pause if you want to inspect a single snapshot.
  • Per-game thresholds. Grades adjust per genre. A 50ms ping is great for League of Legends but only "playable" for Valorant.

// What good ping means per game type

Tactical FPS
Under 30ms
Valorant, CS2, R6 Siege
128-tick or 64-tick servers, hit-reg is frame-tight.
Battle Royale
Under 60ms
Fortnite, Apex, Warzone
Lower tick rates, but trades still go to lower ping.
MOBA
Under 80ms
League of Legends, Dota 2
Server-side simulation forgives, but skillshots punish.
Sports
Under 60ms
EA FC, NBA 2K, Madden NFL
Reactive netcode. Sub-60ms keeps timing windows for green releases and last-second tackles.
Racing Sims
Under 40ms
iRacing, F1
Most latency-sensitive genre. Pros disconnect rather than race above 40ms.
Sandbox
Under 100ms
Minecraft, Roblox
Tick-based physics tolerate higher pings, but PvP minigames still reward lower.
Open World
Under 80ms
GTA Online
Hybrid P2P/dedicated. Heists fail with one laggy player.
MMO
Under 80ms (PvP)
World of Warcraft
PvE forgives. Mythic+ and Arena demand sub-80ms.

// Per-game ping guides

Each game has its own server regions, optimal latency targets, and quirks. Drill into the details for any of the 19 games we test.

// Frequently asked questions

?>How does this game latency test work?
We ping Pong.com edge servers in 16 cities worldwide that sit in the same metropolitan datacenters as the major game publishers (AWS, GCP, Steam Datacenter Network, Riot, Ubisoft). Each game maps to its real server regions, and we surface the lowest-latency one. Ping measurements use real HTTP round trips, not estimates.
?>Why is the ping I see in-game different from what this test shows?
Two reasons. First, in-game ping uses UDP while browsers must use HTTP, which adds a small overhead (typically 5-15ms). Second, this tool measures one-way RTT to the nearest edge of the same metro as the game's servers, which is a close proxy but not identical to the publisher's exact route. Treat the result as an upper bound on what your in-game ping should be.
?>What's a good ping for competitive play?
FPS titles (Valorant, CS2, R6) want under 30ms; below 50ms is still competitive. Battle royales (Fortnite, Apex, Warzone) tolerate up to 60ms before feeling sluggish. MOBAs (League, Dota 2) play fine up to 80ms. Above 100ms, every shooter feels like you're trading first.
?>Why is jitter shown next to latency?
Latency tells you the average delay; jitter tells you how much it varies. A 30ms ping with 2ms jitter feels rock solid. A 30ms ping with 40ms jitter feels worse than a stable 60ms ping because every other packet arrives at a different time. Aim for jitter under 10ms.
?>How can I lower my ping for these games?
Use Ethernet over Wi-Fi, switch to a fiber ISP if available, choose the closest server region in the game settings, fix bufferbloat on your router (enable SQM/cake), use Cloudflare DNS (1.1.1.1) for faster matchmaking lookups, and avoid VPNs unless they have a server in the same metro as your game's region.
?>Why does each game show a different best region?
Game publishers run servers in different geographies. Across the 19 games we test, Riot heavily uses Atlanta and Chicago for NA, Valve uses its own Steam Datacenter Network with stops in Stockholm and Dallas, Epic uses AWS regions globally, and Blizzard, Rockstar, and Mojang each use their own infrastructure. The closest Pong.com server to your real game server is what determines your best route.

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