Measuring…
The verdict for this game appears once the first full second of packets is in.
Comparing with other tests to this server…
Measuring…
The verdict for this game appears once the first full second of packets is in.
Comparing with other tests to this server…
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Dismounting a fraction too late and losing the whole bag? Casting into a ZvZ and watching nothing happen?
Albion is a full-loot sandbox, which changes what a network problem costs. In most MMOs a dropped packet is an annoyance; here it is your inventory. The game runs on Photon and, unusually for an MMO, puts everyone in the open world on the same shard - so a single ZvZ can put hundreds of players in one small area and turn a connection that is fine everywhere else into the reason you died.
What this test sends: 30 packets per second of 80 bytes, matching Albion Online rather than a generic ping. estimated
Sandbox Interactive publishes no tick rate; the game uses Photon, whose default send rates are configurable per room.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Albion has no death protection in the black zone. A lost packet during a dismount, a mount-up or an escape is not a missed cast, it is the loot. Anything above a fraction of a percent is worth fixing before your next roam, because the cost is not measured in comfort.
Albion queues your ability inputs against the server's view of your state. When updates arrive unevenly, the queue and your screen disagree: you press an escape, the client shows it starting, and the server had already registered you as dismounted. That mismatch is jitter, not a slow connection.
Albion runs a single global game world, so unlike most MMOs you cannot pick a closer region - you get the route you get. Under 100 ms is comfortable, 100-200 ms is workable for gathering and small-scale, and above that ZvZ becomes a guessing game. Since you cannot shorten the route, stability matters more here than in games where you can.
What you see in game, and which number on this page explains it.
| What you see in Albion Online | Look at | What it means |
|---|---|---|
| Dismount registered too late, bag lost | loss | The input packet never arrived. Check for red lines at that moment. |
| Casts queue in the wrong order | jitter | State updates arrived unevenly and your queue disagreed with the server's. |
| Only ZvZ stutters | server | Cluster load, not your line. A clean chart during a bad fight confirms it. |
| Everything is uniformly slow | ping | The route to the single global world. You cannot change region, only stability. |
Two design decisions make Albion unusual among MMOs, and both of them raise the price of a bad connection. The first is the single shard: there is one game world, one economy and one map for everyone, with no regional servers to pick between. Whatever route your ISP takes to it is the route you have, permanently. In a game with regional servers a poor route is something you can solve by choosing differently; here it is something you can only measure.
The second is full loot. In most games a network hiccup costs you a fight. In Albion's black and red zones it costs you everything you were carrying, and there is no insurance and no grace period. That turns what would elsewhere be a quality-of-life issue into a direct economic one, and it is why players who would never think about jitter in a themepark MMO end up thinking about it here.
The two interact badly during mass combat. Albion's open-world ZvZ fights can put hundreds of players into one cluster, and the amount of state each client has to be told about scales with that crowd. A connection with no headroom copes with gathering and small-scale fine and then fails exactly when the stakes are highest - which is also the moment when server-side cluster load is at its worst, making it genuinely hard to tell the two apart.
That is the practical value of measuring separately. Your own line's loss and jitter are visible here, in isolation, with no cluster involved. If this chart is clean during a fight that is unplayable, you have learned something concrete: the problem is not yours to fix, and the productive response is graphics settings and positioning rather than another router.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Only large fights lag; everything else is fine.
Hundreds of players in one cluster is a load problem on Sandbox Interactive's side, and no local fix touches it. Run this test during a bad ZvZ: a clean chart while the fight stutters means the cluster is the bottleneck, and the useful response is to lower your own graphics and effects load rather than to change routers.
The Symptom: Loss arrives in short bursts every few minutes.
Bursty loss is the signature of a wireless retry, and a burst at the wrong second in a full-loot zone costs a set. A cable removes that class of failure entirely.
The Symptom: Ping climbs whenever someone streams or uploads.
Albion's traffic is small and constant, which makes it easy to starve behind a large upload. Router QoS that prioritises your machine keeps the ability traffic moving without affecting anyone else's download noticeably.
The Symptom: Frame rate collapses in ZvZ but ping is steady.
If this chart stays flat while your frame rate tanks, the problem is rendering hundreds of characters, not the network. Turning down shadows, effects and character quality does more for a ZvZ than anything you can do to your connection.
No. Albion runs one global game world, which is part of its design - the whole player base shares one economy and one map. You cannot shorten your route, which is why a stable connection matters more here than a short one.
Usually the cluster. Run this test during a bad fight: if the chart is clean while the fight stutters, hundreds of players in one place is the bottleneck and nothing local will fix it.
Any visible loss is too much when a single missed dismount costs your set. In practice, sustained loss above about half a percent will lose you a bag sooner rather than later.
Rarely. A VPN adds a hop and usually adds latency, and it cannot repair packets your own line dropped. The exception is the uncommon case where your ISP routes badly to the game's single region.