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 |
|---|
Doors that ignore you? Zombies frozen in place? Shots that land seconds late, if at all?
DayZ desync has two completely different causes, and they need different fixes. The first is your own connection. The second is the server's simulation rate - DayZ is largely single-threaded, and when server FPS drops the whole world reacts late for everyone on it, regardless of how good your line is. There is also a third, specific to DayZ: the network bubble. Come within about a kilometre of a large built base and the server floods your client with updates for every item in it, and you desync until the client catches up.
What this test sends: 30 packets per second of 350 bytes, matching DayZ rather than a generic ping. estimated
Server-dependent: the effective rate follows the server's FPS, which Bohemia exposes to operators rather than fixing.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Loss is why doors and ladders stop responding: the interaction packet never reached the server. If the chart is clean while doors still ignore you, the server's simulation is behind, not your connection.
Jitter is what makes infected and players move in jumps. DayZ interpolates aggressively over a slow update rate, so uneven arrival is immediately visible as teleporting.
Under 80 ms is fine for DayZ - the game's own update rate is slow enough that shaving off 20 ms changes little. Above 150 ms, close-quarters fights become guesswork.
What you see in game, and which number on this page explains it.
| What you see in DayZ | Look at | What it means |
|---|---|---|
| Doors and ladders ignore you | loss | The interaction packet never reached the server - or the server is too far behind to process it. |
| Infected freeze, then teleport | jitter | DayZ interpolates over a slow update rate, so uneven arrival is immediately visible. |
| Desync only near a big base | bubble | The network bubble is flooding your client with that base's contents. |
| Everyone on the server is late | server | Server FPS has collapsed. Nothing on your end changes it. |
DayZ has a reputation for desync that is entirely earned, but the word covers three separate failures with three separate fixes, and confusing them is why so many players change routers for nothing. The first is ordinary packet loss on your own line, and it is the one this chart measures. Red lines mean interaction and movement packets are disappearing, which is why doors ignore you and shots land seconds late.
The second is server frame rate. DayZ's simulation is largely single-threaded, which means it is bound by the clock speed of one core rather than the number of them. As player count, vehicles and built structures accumulate over a wipe cycle, that single thread falls behind. Servers running at 30 to 60 frames per second feel normal; sustained values below roughly 15 produce world-wide lateness for everyone connected, no matter how good their connections are.
The third is specific to DayZ and catches people out constantly: the network bubble. Rather than telling every client about every object on the map, the server only sends you what is near you. When you walk or drive within roughly a kilometre of a large built base, everything in it enters your bubble at once and the server floods your client with updates for hundreds of items. The stutter that follows is bandwidth arriving in a lump, not a fault, and it settles once your client has caught up.
Telling the three apart takes one question and one chart. Ask in chat whether others are seeing the same lateness while this test runs. Everyone late plus a clean chart is server FPS. Only you late plus red lines is your line. Only near one location is the bubble.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Everything is late, for everyone on the server.
Ask in chat whether others see the same thing while this test runs. Global lateness plus a clean chart is low server FPS - single-threaded simulation struggling with the player and item count. The only fix is a better-run server.
The Symptom: Desync only in one area of the map.
Approaching a large base within roughly a kilometre makes the server send updates for everything in it at once. The stutter is bandwidth, not a fault - it settles once the client has caught up.
The Symptom: Bursts of loss with no pattern.
DayZ sessions run for hours and death is permanent. A cable removes wireless retries, which are the most common source of a burst at exactly the wrong moment.
The Symptom: Ping rises when the household is active.
QoS keeps the game's traffic ahead of downloads and video on the same line.
Because server FPS is a separate thing from your ping. DayZ simulates mostly on one thread; when the server drops below roughly 15 FPS, the world reacts late for everyone, and no connection fixes that.
Each player only receives updates for objects near them. When a large base enters that radius - roughly a kilometre - the server sends the whole thing at once and the client desyncs until it has caught up.
There is no single figure; it depends on the server and its hardware. Server FPS is the number that matters, with 30-60 considered healthy. This test sends 30 packets per second.
The interaction packet did not reach the server, or the server is too far behind to process it. Red lines on this chart point at the first cause; a clean chart points at the second.