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The test below is already running at 20 Hz, the tick rate of Apex Legends. No click, no signup.
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Emptying a whole R-99 mag for zero damage? Getting beamed behind closed doors?
Apex Legends servers update 20 times per second. Respawn has defended that rate in public: 60 Hz would triple the bandwidth for about two frames of accuracy. At 20 Hz, one server update covers 50 ms of the match, so the game leans on lag compensation and prediction. A lost or late packet leaves the server guessing for a whole update, and that is when you die behind cover or see the red network icons. This test sends 20 packets per second, the same rhythm, and shows every loss and spike on the chart.
What this test sends: 20 packets per second of 250 bytes, matching Apex Legends rather than a generic ping. verified
Respawn's lead engineer defended 20 Hz publicly, arguing 60 Hz would triple bandwidth for about two frames of accuracy.
Run the 20Hz test above for at least 60 seconds. Here is what your results mean for Apex:
Red vertical lines mean your connection dropped data. In Apex, this causes "no-regs" (unregistered hits). You hear the armor crack sound and see blood splatter, but zero damage numbers pop up. It will also trigger the red double-square icon in the top right of your screen.
Jitter measures ping fluctuation. If your ping constantly jumps from 30ms to 90ms, you will get "Prediction Errors" (the red branch icon with dots). You will experience dead-slides, rubberbanding during close-quarters strafing, and broken movement tech timings.
Because the servers only tick at 20Hz, a high baseline ping compounds the delay drastically. This is why you get shot behind cover. On your screen, you closed the door; but on the 20Hz server, your hitbox was still standing in the open.
If the tool above shows an unstable connection, try these specific fixes.
The Symptom: Perfect connection in one match, terrible packet loss in the next.
Apex matchmaking will often throw you into a backup server region if your local datacenter is full. It might route you from Dallas to Salt Lake City, causing instant ping spikes.
The Symptom: The red dotted-line symbol (Congestion) constantly flashing on your screen.
Wi-Fi naturally drops packets due to interference. Apex's ancient 20Hz netcode has zero tolerance for dropped packets and will immediately desync your character model.
The Symptom: Stuttering during final ring fights when family is home.
Your game packets are stuck in a queue behind Netflix streams or background OS updates. The router is bottlenecking your data, increasing your "UCMD Delay" (Input lag).
The Symptom: High ping to your local Apex server, but fine in Discord and other games.
EA and Respawn use various server hosts (Multiplay, AWS, Google Cloud). Sometimes your ISP takes a terrible, inefficient routing path to these specific server racks.
What you see in game, and which number on this page explains it.
| What you see in Apex Legends | Look at | What it means |
|---|---|---|
| Shots land visibly on the model with no damage | loss | The hit was drawn on your machine and never registered on the server's. |
| A grapple or slide ends somewhere you did not aim | jitter | Movement this fast needs evenly spaced updates; uneven ones end as a corrected position. |
| Everyone in the lobby stutters at the same moment | server | The server, not your line. This chart is how you show it was not you. |
| Loss appears only while someone else is streaming | loss | Home congestion. The queue in your router drops packets before they leave the house. |
Respawn has defended Apex's 20 Hz server rate in public, arguing that raising it would cost more in stability and bandwidth than it would return in feel. Whatever one makes of that trade, the consequence for a player is fixed: the server publishes a new picture of the match every 50 ms, and everything in between is reconstruction.
Apex is also the fastest-moving shooter in this list. A legend on a zipline, mid-grapple or sliding down a slope covers real distance inside a single tick, so the reconstruction has more work to do than in a game where people walk. The same lost packet that goes unnoticed in a slower title produces a visible snap here, and the player it happens to almost always describes it as hit registration rather than as loss.
The measurement that matters is therefore not the average. A connection that drops one packet every few seconds - a fraction of a percent, invisible on a speed test - removes one in every few dozen updates of a game that only has twenty a second to begin with. The chart above shows those as individual marks, and their spacing tells you whether this is steady low-grade loss or occasional bursts, which have different causes and different fixes.
Because Apex sends around 250 bytes twenty times a second, none of this is a bandwidth question, and the common advice to buy a faster line is misplaced. What helps is a path that delivers small packets on time: a wired connection, a router that does not build a queue when something else uploads, and a route to the datacentre that does not detour. The first two you control; the third you can at least identify with the server picker above.
A "no-reg" (unregistered hit) happens due to packet loss. Your local game client registers your bullet hitting the target and plays the audio/visual effects. However, your internet dropped the packet before it reached the EA server. The server rejects your hit because, according to its data, you either missed or were already dead.
The double squares mean Packet Loss (dropped data). The branch with dots means a Prediction Error (the server failed to predict your movement due to lag). The dotted line with a clock means Congestion/Jitter (ping fluctuation). The steering wheel means UCMD Delay (input lag usually caused by hardware or extreme latency).
This is caused by Apex's 20Hz tick rate combined with high ping and lag compensation. If an enemy with 100ms ping shoots at where you used to be, the server "rewinds" time to check if they aimed correctly on their screen. If they did, it grants them the hit, even if you already closed the door on your screen.
To avoid dying behind cover, you want your ping strictly under 50ms. Because the 20Hz server naturally adds roughly 50ms of base processing delay to every action, playing on a 80ms+ ping connection effectively puts you at over 130ms of real-world delay.
See the tick rate and packet size of all 570 supported games →