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 |
|---|
You have low ping, but your shots aren't registering and you are teleporting. Why?
CS2 uses a new "sub-tick" architecture. Unlike CS:GO, where actions happened at the end of a tick, CS2 registers the exact microsecond you click. This means CS2 is incredibly sensitive to Packet Loss and Jitter. Even 1% packet loss will cause your shots to ghost or result in being killed behind walls.
What this test sends: 64 packets per second of 250 bytes, matching Counter-Strike 2 rather than a generic ping. verified
Valve runs official CS2 servers at 64 tick; sub-tick only timestamps inputs between those ticks, it does not raise the rate.
Use the live tool above to simulate CS2's exact 64Hz server traffic rate. Here is what to look for:
If you see vertical red lines on the chart above, your connection is dropping data. In CS2, this results in "teleporting" around corners, weapon swap glitches, or your gun firing but no bullet coming out.
If your jitter is above 10ms, your connection is unstable. This usually happens if you are playing CS2 on Wi-Fi instead of an Ethernet cable. It ruins the sub-tick timing precision.
Wi-Fi is terrible for competitive FPS games. It naturally drops packets due to interference from walls and other devices. CS2 requires a wired Ethernet connection for flawless sub-tick registration.
If your ping line spikes into the yellow or red randomly, someone on your network might be streaming 4K Netflix or downloading a large file. Enable QoS (Quality of Service) in your router to prioritize CS2 traffic.
Use the server dropdown above to test your connection to Frankfurt or New York. If only one server lags but the other is completely smooth, the issue is likely a bad routing node between your ISP and Valve's datacenters.
No. Sub-tick timestamps your input between the server's ticks, so a shot fired 4 ms after a tick is no longer rounded to the next one. That removes rounding, not loss. A packet that never arrives carries no timestamp at all, and the server has nothing to place. Sub-tick makes a clean connection feel sharper; it does nothing for a lossy one.
Under 30 ms is where you can trade duels evenly. Between 30 and 60 ms is comfortable for everything short of a knife fight around a corner. Above 80 ms you lose most peeks before you see the model. Valve matchmaking picks a datacentre by ping, so a bad route usually shows up on one region only - use the server dropdown above to compare.
Rubberbanding is the server correcting your position after it stopped hearing from you. It is caused by lost packets or by jitter, not by bandwidth. A speed test moves one large file and reports an average; it never notices the 40 ms gap that pulled you back across the map.
No. Tick rate decides how often the server updates the world; packet loss decides whether your update arrives at all. At 1% loss you lose roughly one update every one and a half seconds either way - on a faster server the update you lost was simply a more precise one.