About PingPacketTest.com

A free tool that measures ping, jitter and packet loss over a real UDP connection, at the tick rate of the game you play. How it measures is on the methodology page; this page is about who runs it.

Who runs this

My name is Markus. I live in Italy, and this site is a hobby project, not a company. There is no team and no investor. If something here is wrong, it is my mistake, and the address at the bottom of this page reaches me directly.

I wrote the first code in November 2025 and stored the first real measurement on 10 December 2025. The site has run since then and is still being improved. In 2026 I corrected the measurement itself: high tick rates showed lower pings than low ones on the same line, because the chart kept the fastest packet of each group instead of a representative one. It now draws the median with the full range behind it. The methodology page has the details.

Why it exists

My games stuttered, and every speed test said the connection was fine. That was true and did not help: a game does not need bandwidth, it needs small packets to arrive on time and in a steady rhythm. The tools that came close sent generic pings at a rate no game uses.

So this test sends what the game sends: the same rate, the same packet size, over the same kind of transport, and it draws every packet instead of an average. A problem that lasts four seconds every two minutes disappears in an average. On this chart you see it.

Money and sponsorships

There are no ads, no sponsorships, no affiliate links and no paid placements. The four servers and the domain are paid for privately. If that ever changes, ads will be labelled and will never affect a result or a recommendation.

No VPN sponsorships, ever. VPN affiliate programmes pay more than anything else a site like this could carry, which is why so many packet loss guides end by recommending a VPN. In most cases a VPN adds latency and does nothing about packet loss between you and your provider. There are cases where it helps, for example when a provider routes a game badly, and if I write about them, it will be without a commission.

What happens to your results

Your result is stored so its link keeps working and so the statistics on this site have data. Your IP address is never stored. It is used once, during the test, to find your approximate city and the nearest server, and then discarded. Details, including the two external services involved, are in the privacy policy.

Stored results make the percentile line under your result possible ("better than 72 % of tests run here to Frankfurt") and feed the statistics page. Both say "tests run here", not "the internet", because people who run a packet loss test are not a random sample. Results nobody has opened for 90 days are deleted, and you can delete your own history in the tool at any time.

Found an error?

Every game's tick rate is marked as verified or estimated, with its source, and the methodology page lists what this test cannot tell you. If you find a wrong tick rate, a measurement that does not hold up, or a claim that goes further than the data, write to me. I correct it, visibly.

Contact: info@pingpackettest.com

Where to go from here

Start with the packet loss test; it is already running when the page opens. Pick your game on the game tests page, for example Counter-Strike 2 at 64 Hz, Valorant at 128 Hz or Apex Legends at 20 Hz. The tick rate database lists all supported games with rate and source, and the live statistics show the latest tests.