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 actually play. This page is about the people and the money behind it, which on this site is one person and none. How the measurement itself works has its own page.

Who runs this

My name is Markus. I am a private individual living in Italy, and this site is a hobby project, not a company. There is no team, no investor and no parent brand — when something here is wrong, it is my mistake, and the mail address at the bottom of this page reaches me directly.

The first line of code was written in November 2025 and the first real measurement was stored on 10 December 2025. It has been running continuously since then, and it is still being worked on. In 2026 the measurement itself had to be corrected: high tick rates were reporting systematically lower pings than low ones on the same line, because the chart was keeping the fastest packet out of each group instead of a representative one. What it does now — a median with the full range drawn behind it, and a warm-up second that is declared rather than hidden — is written out on the methodology page.

Why it exists

Because the question I had did not have a tool. Games stuttered, and every speed test told me the connection was fine — which was true and useless, because bandwidth is not what a game needs. What a game needs is that small packets arrive on time, in a steady rhythm, and no consumer tool showed me that. The ones that came close sent generic pings at a rate no game uses, which is a different measurement wearing the same word.

So this one sends what the game sends: the same rate, the same packet size, over the same kind of unreliable transport, and it draws every packet rather than an average. If your line has a problem for four seconds every two minutes, an average will never show it and this chart will.

How it is paid for, and what that changes

Right now: nothing. There are no ads on this site as you read this, no sponsorships, no affiliate links and no paid placements. The servers and the domain come out of my own pocket.

That is not a permanent promise. Four measurement servers cost real money every month, and at some point this site will carry display advertising to cover them. When it does, it will be labelled as advertising and it will not touch the results: no sponsored verdict, no "recommended fix" that happens to be a product.

One thing is a permanent promise: no VPN sponsorships. VPN affiliate programmes pay the most of anything available to a site like this, and they are the reason so many network-testing sites end an article about packet loss by recommending a VPN. A VPN routes your traffic through an extra machine. In the ordinary case that increases your latency and does nothing whatsoever about packet loss on the line between you and your provider. There are real cases where one helps — a provider deliberately throttling or misrouting a specific game — and if I ever write about those, it will be without a commission attached.

What happens to your measurements

Your test result is stored so that the link to it keeps working and so the aggregate figures on this site have something to aggregate. Your IP address is never stored. It is used once, at the moment of the test, to work out roughly which city you are in and which measurement server is nearest, and then it is discarded — the full detail is in the privacy policy, including who the two external services involved are.

The stored results are what makes the percentile line under your result possible ("better than 72 % of tests run here to Frankfurt") and what feeds the statistics page. Both of those are careful to say "tests run here" rather than "the internet", because people who run a packet loss test are not a random sample of anything. You can delete your own history from the tool at any time.

Getting it wrong

A tool that reports a number about someone's connection has one obligation: to be right, and to say clearly where it stops being able to tell. That is why the methodology page ends with a list of things this test cannot determine rather than a list of features, and why every game's tick rate is marked as verified or estimated instead of simply asserted.

If you find an error — a wrong tick rate, a measurement that does not hold up, a claim that goes further than the data — write to me. Corrections get made and they get made visibly.

Contact: info@pingpackettest.com

Where to go from here

Start with the test itself, which is already running by the time you get there. How this test measures explains what it sends and what the numbers mean; the tick rate database lists every supported game with its rate and source, for example Counter-Strike 2 at 64 Hz, Valorant at 128 Hz or Apex Legends at 20 Hz. Live statistics show what everyone else is measuring at this moment.