Ping Test Test Your Connection in Real Time

Analyze ping, jitter and packet loss on a single screen.

Test Settings

Choose a server and test parameters

Server Location Pick the server closest to you
Packet Size · Frequency · Duration
100 bytes
10 pings/second
10 seconds

Live Analysis

Results are shown in real time.

Ready to connect
—ms
Average Ping
Min. — ms | Max. — ms
Jitter
—ms
Packet Loss
—%
Stability
—%

Ping Chart

What a ping test measures and how to read it

A ping test measures how many milliseconds it takes a small packet to travel from your device to a test server and back. On its own, though, a single average says little about how your connection actually behaves under real use. That is why this test shows latency alongside jitter, packet loss and an overall stability score on the same screen, so you can see not just how fast your connection responds, but how consistently it does so.

How our test works

Most browser-based ping tests send HTTP requests. HTTP runs over TCP, which quietly retransmits any lost packet: you see a slightly higher number, and the real problem, packet loss, stays hidden. Games and video calls mostly use UDP, where a lost packet is simply gone and shows up as stutter, rubber-banding or a dropped syllable.

To measure the traffic that actually matters, the test works like this:

  1. Your browser opens a WebSocket connection to the test server. It is used only for setup (signaling).
  2. A WebRTC data channel is then created, configured as unordered with no retransmissions (maxRetransmits: 0), so it behaves like UDP.
  3. Traffic is relayed through the server's own TURN service, which lets the test run regardless of your router's NAT or firewall settings.
  4. Packets of the size you choose (32–1200 bytes) are sent at the rate you choose (1–100 per second) for the duration you choose (5 seconds to 5 minutes). The server echoes every packet back.
  5. When the test ends, the server reports which packet IDs it received. That allows loss to be split into upload loss (lost on the way out) and download loss (lost on the way back).

The numbers in your report

  • Average, minimum and maximum ping: the overall latency level and its extremes. The minimum is close to what your line can do when it is idle.
  • Median and 95th percentile: the median ignores occasional spikes, while the 95th percentile tells you the latency that 95% of packets stayed under. The sudden lag you feel in a match usually shows up here first.
  • Jitter: the mean absolute difference between consecutive round-trip times. The higher it is, the less predictable your latency.
  • Late, out-of-order and duplicate packets: late packets hurt real-time apps as much as lost ones; reordering and duplicates can point to routing issues along the path.
  • Stability percentage and grade (A–F): a quick summary of everything above.
  • MOS score: an estimate of voice call quality on a 1 to 4.5 scale, calculated with a simplified version of the ITU-T G.107 E-model.

Target values by use case

A connection that is fine for one task can be poor for another. Use these rough targets as a guide:

Use casePingJitterPacket loss
Competitive shootersunder 40 msunder 5 ms0%
MOBAs and other online gamesunder 80 msunder 10 msunder 1%
Video calls and VoIPunder 150 msunder 30 msunder 1%
Streaming and browsingunder 200 msnot criticalunder 2%

Buffered applications like video streaming can absorb short fluctuations; games and calls cannot. Even with plenty of bandwidth, high jitter or loss will still cause problems in anything real-time.

Tips for more accurate results

  • Pick the server closest to you.
  • Connect with an Ethernet cable if you can.
  • Pause downloads, updates and cloud backups.
  • Run the test for at least 30 seconds.
  • Test at different times of day.
  • Compare Wi-Fi with a wired connection.
  • For gaming, use small packets at a high rate.
  • Save results as CSV or JSON for later.

For longer, more detailed measurements, use the packet loss test. To check latency to a specific game's server regions, try the CS2 ping test or one of the other game pages.

Sharing results with your ISP

If a problem keeps coming back, download the report and attach it to a support request. It includes the date, the server used, packets sent and received, and loss for each direction. Several tests over a wired connection at different times of day make a strong case that the issue lies with the line rather than your home network. If you mostly see upload loss, check your router, cables and Wi-Fi setup before contacting your provider. Test servers are available in several locations, including Istanbul, Falkenstein, Frankfurt and Gravelines, so you can also check whether a problem affects every route or only one.

Frequently Asked Questions

What is ping and what is a good value?

Ping is the time it takes a packet to travel to a server and back, in milliseconds. 0–20 ms is excellent, 20–50 ms good, 50–100 ms fair; above 100 ms you will notice delay in games and video calls.

What is packet loss?

Packet loss means some of the packets you send never reach their destination. 0% is ideal; above 1% causes stutter in games and audio drop-outs in calls.

What is jitter?

Jitter is the variation in latency between consecutive packets. Low jitter (under 5 ms) means a stable connection; high jitter makes voices sound robotic and causes sudden lag spikes in games.

How is this test different from other ping tests?

The test opens a WebRTC data channel (UDP-style, no retransmissions) between your browser and our server. That measures real packet loss under conditions similar to games and video calls — TCP-based tests hide loss.

Should I test on Wi-Fi or wired?

Try both to locate the problem. If the wired connection is clean but Wi-Fi is not, the issue is your wireless network (interference, distance, channel congestion).

Why are my results different every time?

Network traffic changes constantly. Evening peak hours, downloads on other devices and Wi-Fi interference all affect results. Run a few tests and look at the average.

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