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The test below is already running at 72 Hz, the tick rate of Arena Breakout: Infinite. No click, no signup.
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Shots that do not register, dying around a corner, a raid lost to one lag spike?
Arena Breakout: Infinite is an extraction shooter: you lose what you carry when you die. For a long time players measured servers at about 20 updates per second. With Season 4 on 8 January 2026, MoreFun moved the PC servers to 72 tick, and this test sends 72 packets per second to match. A higher server rate makes the game more precise and also less forgiving: a lost packet is now a smaller slice of time, but there are more of them to lose.
What this test sends: 72 packets per second of 350 bytes, matching Arena Breakout: Infinite rather than a generic ping. verified
MoreFun moved the PC servers from about 20 to 72 tick with Season 4 (8 January 2026), announced with the season update.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
In a raid a lost update can be the shot that should have hit. Loss above 0.5% is enough to notice. If you see red lines here while not playing, the problem is on your line.
At 72 Hz the server sends an update every 14 ms. Jitter above 7 ms means updates often land in the wrong tick, which you see as enemies moving in small jumps.
Under 50 ms is good, 50 to 90 ms is playable. Above that you will lose most close fights against players with a low ping.
What you see in game, and which number on this page explains it.
| What you see in Arena Breakout: Infinite | Look at | What it means |
|---|---|---|
| Shots hit on screen but do no damage | loss | The update did not reach the server. Look for red lines at that moment. |
| Enemies move in small jumps | jitter | Updates arrive unevenly at the 14 ms server interval. |
| You die before you see the enemy | ping | The enemy's position reached you late. Steady high ping makes this frequent. |
| The whole raid lags | server | A clean chart here means the raid server, not your line. |
At about 20 updates per second, the server only knew where you were every 50 ms. Many shots and movements fell between two updates, and the game felt imprecise no matter how good your line was. At 72 tick the interval is 14 ms, and the server sees most of what you do.
That makes your own connection more visible. On a slow server, a little jitter disappeared in the coarse timing. At 72 Hz, jitter above 7 ms already means updates landing in the wrong tick. Players who felt fine before Season 4 can feel worse after it on the same line.
In an extraction shooter, this has a price. One lost fight costs the gear you brought in. A one-minute test before a raid is cheaper than finding out during it.
Raid length is the last factor. A raid lasts long enough for one Wi-Fi burst or one spike from a background download to hit at the wrong moment. Players who measure one clean minute and then lose a fight to lag have usually not measured long enough. Let this test run for the length of a raid, 20 to 30 minutes, and look at the timeline afterwards. One red mark in that window is the one that would have cost the raid.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: You lost a good loadout to lag.
Run this test for a minute before a high-value raid. If it shows loss or a jumping ping, fix that first or bring cheaper gear. A raid lasts long enough for one bad burst.
The Symptom: Ping is high in every raid.
Check which region the game puts you on and compare it with the nearest location in this test. A large difference means you are playing too far away.
The Symptom: Loss in bursts every few minutes.
Bursts are typical for Wi-Fi. One test on a cable tells you whether the wireless link is the cause.
The Symptom: Ping rises during the raid.
A download or stream on the same line fills the router queue. Pause it, or turn on SQM or QoS. The bufferbloat test shows whether your router needs it.
72 Hz on PC since Season 4 (8 January 2026). Before that, players measured about 20 Hz. This test sends 72 Hz.
Usually packet loss or high jitter. The shot was drawn on your screen, but the update did not reach the server in time. Look for red lines or high jitter here.
Run this test during a raid. If the chart is clean and the raid lags for everyone, it is the server. Loss or a jumping ping here points to your line.
Under 50 ms is good, up to 90 ms is playable. A steady ping matters as much as a low one.
No. Ping is the time to the server and back, and the tick rate does not change it. What changed is how precisely the server registers what you do, which makes jitter and packet loss easier to notice than before.
See the tick rate and packet size of all 570 supported games →