Measuring…
The verdict appears after a few seconds of measurement.
Comparing with other tests to this server…
The test below is already running at 20 Hz, the tick rate of AION 2. No click, no signup.
Measuring…
The verdict appears after a few seconds of measurement.
Comparing with other tests to this server…
Are you sure you want to delete all results?
| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Skills firing late, rubber-banding in a crowded zone, or disconnects in a siege?
AION 2 launched worldwide on 5 October 2026 with servers in North America, Europe, Japan and South America, but none in Oceania. NCSOFT does not publish a server tick rate; 20 Hz is a typical update rate for an action MMORPG, and that is what this test sends. Choose the test server closest to your game server to see what your line does on that route.
What this test sends: 20 packets per second of 200 bytes, matching AION 2 rather than a generic ping. estimated
NCSOFT publishes no tick rate; 20 Hz is a typical server update rate for an action MMORPG and what this test sends.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
In an MMO, a lost packet is a skill that does not fire or a movement the server corrects. A few red lines per hour are annoying; several per minute will cost you in group content and sieges.
At 20 Hz the server updates every 50 ms, so the game tolerates more jitter than a shooter. Above 25 ms you will notice skills that go off out of rhythm.
Under 80 ms plays well. Up to 150 ms is fine for questing and harder in PvP. Players in Australia and New Zealand connect to Asian or American servers, so 150 ms and more is normal there.
What you see in game, and which number on this page explains it.
| What you see in AION 2 | Look at | What it means |
|---|---|---|
| Skills go off late | ping | Each command takes the round trip before the server answers. |
| Character rubber-bands in a crowd | loss | Movement updates went missing and the server corrected you. |
| Skills fire out of rhythm | jitter | Updates arrive unevenly, so timing drifts. |
| Everyone lags in a siege | server | A clean chart here points to server load, not your line. |
An MMORPG is less sensitive to a few milliseconds than a shooter. What matters is distance and stability. A player in Germany on a Central European server will rarely notice the network. The same player on a North American server adds about 100 ms to every action.
The global launch has no Oceania region. Players in Australia and New Zealand therefore always play over a long route, and loss on that route hits harder because there is no nearby alternative. For them, a steady connection matters more than a low number.
Crowds are the other factor. In busy zones and sieges the server sends far more than in a quiet area. A line that is fine while questing can lose packets in a siege. Test at the time you play, not in the morning.
Long sessions are the last point. MMO players stay online for hours, and a connection that drops briefly once an hour causes one disconnect per evening. Leave this test running in a background tab during a session. The monitoring panel under the chart counts dropouts and shows when they happened, which is what a provider's support needs to see.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: High ping on every server.
Pick the server region next to you: North America West or East, Central Europe, Japan or South America. Compare with the matching location in this test. If you want to move your character, use the server transfer window NCSOFT offers after launch.
The Symptom: Lag only in busy zones or sieges.
When many players meet, the server sends much more. If this test is clean during that time, the server is under load. If it shows loss too, your line is the bottleneck.
The Symptom: Short disconnects or loss bursts.
Long play sessions make Wi-Fi bursts more likely to hit an important moment. One test on a cable shows whether that is the cause.
The Symptom: Ping rises while someone else streams.
Pause large downloads, or turn on SQM or QoS. The bufferbloat test shows whether your router needs it.
The one closest to you. Global servers are in North America, Central Europe, Japan and South America. There is no Oceania region, so Australia and New Zealand connect to Asia or North America.
Under 80 ms is good. Up to 150 ms is playable for PvE. For PvP and sieges, lower and steadier is better.
High ping, jitter or packet loss. Run this test while you play: red lines or a jumping ping at the same moment mean the cause is your connection.
If this test is clean and the game lags for everyone in the zone, the server is overloaded. Loss or a jumping ping here points to your line.
If your ping to your current region is above about 120 ms and a closer region exists, yes. Measure both locations here first. NCSOFT opened a transfer window after launch; check the official notices for the current dates and conditions.
Rarely. A VPN adds a stop on the route. It only helps if your provider routes badly to the game's region, which you can see here when one of our locations is much slower than its distance suggests.
See the tick rate and packet size of all 570 supported games →