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 |
|---|
Shot someone who was already behind cover on your screen - and lost the trade anyway?
ARC Raiders has an unusually public desync argument attached to it. Players reported severe desync from launch; independent testing measured a high server tick rate anyway, while other reports quoted far lower figures, and the studio has not published a number to settle it. The practical consequence for you is simple: because the server side is disputed, the only part you can actually establish is your own. This test does that, and nothing more.
What this test sends: 60 packets per second of 250 bytes, matching Arc Raiders rather than a generic ping. estimated
Contradictory reports: an early 20 Hz figure against third-party measurements near 90 ticks. Embark has confirmed neither.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Loss is the part of desync you can own. If this chart is clean while raids still desync, the cause is not your connection - and no router setting or VPN will change it.
Uneven arrival makes ARC machines and other raiders move in steps. Since much of the game is about reading movement before committing, jitter costs more here than a slightly higher steady ping.
Under 50 ms is comfortable. Above 100 ms, close-range encounters resolve against you, and the extraction timing that the game is built around gets unreliable.
What you see in game, and which number on this page explains it.
| What you see in Arc Raiders | Look at | What it means |
|---|---|---|
| Killed by someone already behind cover | server | Classic desync. If your chart is clean, this is the disputed server side. |
| Raiders move in steps | jitter | Uneven arrival of position updates, which the game then interpolates badly. |
| Loss bursts during extraction | loss | Yours to fix, and the most expensive moment in the game to lose. |
| Queues and mid-match disconnects | capacity | Server capacity at peak times, not a line fault. Waiting is the only fix. |
ARC Raiders came out of launch with a public argument about its netcode attached, and it is worth stating the shape of that argument honestly rather than picking a side. Players reported severe desync from the start. Some reports quoted a server tick rate of 20Hz; third-party testing measured something closer to 90 ticks and concluded the desync had to come from the netcode rather than the update rate. Embark has published no figure that settles it.
When the server side of a question is contested and undocumented, the only responsible thing a test like this can do is establish the part that is not in dispute: your own connection. That is a smaller claim than "we will fix your desync", and it is the one that is actually true. A clean chart during a desynced raid tells you that nothing you buy, configure or subscribe to will help - which is worth knowing before you spend money on a gaming VPN.
It also tells you when the answer is simply patience. The launch period produced matchmaking queues, mid-match disconnects and unwanted party joins, all of which are capacity problems on the operator's side. Those look identical to a network fault from inside the game and completely different from outside it.
The part that remains yours is loss and jitter, and the extraction format makes both unusually costly. A run you cannot repeat, with a loadout you lose on death, means a single burst at the wrong moment is not a rounding error in your evening - it is the evening.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Everyone says the game desyncs - is it you too?
Run this test for five minutes with the game closed, then again with a raid running. Two clean charts mean your line is not part of the problem, which is worth knowing before you spend money on it.
The Symptom: Queues, disconnects and desync together.
Matchmaking queues and mid-match disconnects at peak times are capacity, not connection quality. If your chart is clean during them, waiting is the only fix available to you.
The Symptom: Short bursts of loss.
Extraction runs are long and losing one to a wireless burst costs the whole load-out. A cable removes the most common avoidable cause.
The Symptom: Ping rises when others stream.
QoS on the router keeps the game's small, frequent packets ahead of large downloads and video.
Sometimes, and this test tells you which. A clean chart during a desynced raid means the fault is on the server side, where the tick rate is disputed and no official figure exists.
Unresolved. Launch reports quoted 20Hz, third-party testing measured roughly 90 ticks, and Embark has not published a number. We send 60 packets per second and mark the figure as an estimate.
Because the server resolved the exchange against positions that differ from yours. Packet loss on your side makes that worse; if your side is clean, the gap is in the game's own synchronisation.
No. A VPN adds latency and cannot recover lost packets. It helps only in the specific case of a badly routed ISP path, which this test would show as a high but stable ping.