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…
Are you sure you want to delete all results?
| 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 runs on notoriously low 20Hz tick rate servers. This means the server only updates the gamestate 20 times a second, sending around 200-byte packets. Because of this sluggish update rate, the Source engine relies heavily on lag compensation and prediction to keep movement feeling smooth. If your connection drops a packet or jitters even slightly, the server's prediction completely fails. Standard speed tests check TCP bandwidth, but Apex requires a steady stream of UDP packets. Our tool simulates this exact 20Hz traffic to expose the micro-stutters triggering those red dashboard error symbols.
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 ruined 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: Massive 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.
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.