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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 |
|---|
Dropped the pallet, heard the stun, still went down? Killers hitting you a metre past the corner?
Dead by Daylight moved from peer-hosted matches to dedicated servers and later doubled the server tick rate from 30 to 60Hz - the server now tells every client where everyone is twice as often. That removed a lot of the old "hit through the pallet" complaints, but it also means your own connection quality now decides the outcome of a loop. Behaviour added server-side hit validation on top: the server checks whether a hit was geometrically possible and rejects it if the survivor was too far away.
What this test sends: 60 packets per second of 150 bytes, matching Dead by Daylight rather than a generic ping. verified
Behaviour Interactive raised the dedicated server tick rate from 30 Hz to 60 Hz.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Loss is what makes hit validation work against you. If the packet carrying your pallet drop never arrives, the server sees a survivor still running in the open and the hit stands - entirely correctly, from its point of view.
Looping is a timing game measured in a few hundred milliseconds. Jitter moves the killer's model unevenly on your screen, which is why a loop that worked five times in a row suddenly does not. Watch this number if your vaults feel inconsistent rather than slow.
Hit detection favours whoever has the better connection to the server. Under 40 ms you are on even footing in most lobbies; above 80 ms you will lose close pallet and window timings against a lower-ping opponent regardless of skill.
What you see in game, and which number on this page explains it.
| What you see in Dead by Daylight | Look at | What it means |
|---|---|---|
| Hit after the pallet stun started | loss | Your pallet drop never reached the server, so the hit was valid from its point of view. |
| Loops that worked suddenly fail | jitter | The killer's model is arriving unevenly; your timing is right against the wrong picture. |
| Grabs that whiff at the vault | ping | Whoever has the better connection to the server wins the close timing. |
| Every trial has high ping | region | Cross-region matchmaking. Compare against the ceiling this chart shows. |
Dead by Daylight started as a peer-hosted game, where the killer's machine was effectively the authority. That produced the era of complaints about hits landing metres past a pallet, and it was a real effect rather than a perception problem. Two changes fixed most of it: dedicated servers, and then a doubling of the server tick rate from 30Hz to 60Hz, which halved the window in which the server is working from stale positions.
Behaviour then added server-side hit validation on top. The server checks whether a hit was geometrically plausible given the positions it knows about, and rejects it if the survivor was too far away to be reached. For players with stable connections this is invisible. For killers on weak connections it removes the free hits that latency used to grant them.
The part that is rarely explained is what this means for a survivor with packet loss. Validation works from the server's picture, and your pallet drop only enters that picture if the packet carrying it arrives. If it does not, the server sees a survivor still running in the open, and it validates the hit correctly. The system is working exactly as designed and you still go down. That is why loss, not ping, is the metric survivors should watch here.
At 60 ticks the server updates every 16.7 ms. A single wireless retry is comfortably longer than that, so one burst is several consecutive updates in which you were not where you actually were - which is exactly the length of a pallet window.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Hits land after you clearly reached safety.
At 60 ticks the server updates every 16.7 ms. A single wireless retry is longer than that, so one dropped burst is several server updates in which you did not exist where you actually were.
The Symptom: Consistently high ping in every lobby.
Cross-region matchmaking to fill lobbies faster is the common cause of a permanently high ping. Check your region setting before assuming the line is at fault - this test shows what your line can actually reach.
The Symptom: Trials get worse in the evening.
Streaming on the same connection queues your game packets behind video. Router QoS keeps the small, frequent trial traffic in front of the large, bursty stream.
The Symptom: Support says your connection is fine.
Download this chart as a PNG or CSV while the problem is happening. A timestamped packet loss graph is technical evidence; a speed test screenshot is not, which is why support desks dismiss them.
Because the server never received your pallet drop in time. Server-side hit validation checks whether the hit was possible from the positions the server knows about - if your update was lost, its picture is out of date and the hit is valid to it.
60Hz on dedicated servers. Behaviour doubled it from the original 30Hz, which halved the window in which the server has stale positions.
Whoever has the better connection to the server has the advantage in a close trade. Hit validation limits the worst abuse from very high ping, but it does not equalise a 40 ms and a 150 ms player.
Packet loss. A steady high ping is something you can play around by starting loops earlier; a lost packet at a pallet is an outcome you cannot influence at all.