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The test below is already running at 60 Hz, the tick rate of Delta Force. No click, no signup.
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
High ping on a server you did not choose, enemies that snap into place, or deaths you did not see coming?
Delta Force has two very different online modes: Havoc Warfare, large battles with vehicles, and Hazard Operations, the extraction mode. Team Jade does not publish a server tick rate; 60 Hz is the community figure and what this test sends. Matchmaking picks the server for you, so you cannot always pick the closest one. This test shows what your line does to each of our four locations.
What this test sends: 60 packets per second of 250 bytes, matching Delta Force rather than a generic ping. estimated
Team Jade publishes no tick rate; 60 Hz is the community figure for the extraction and warfare modes.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
In Havoc Warfare a lost update is a vehicle or a player that jumps. In Hazard Operations, where one death costs your loadout, it can cost a whole run. Treat any red line in a minute of testing as a problem worth fixing.
With jitter around 40 ms, AI enemies in Operations appear to stutter and snap to new positions. At 60 Hz, keep jitter under 8 ms for smooth movement.
Under 50 ms is good, up to 100 ms is playable. Because the server is picked for you, compare our locations above: if only one is high, the route to that region is the problem.
What you see in game, and which number on this page explains it.
| What you see in Delta Force | Look at | What it means |
|---|---|---|
| Enemies snap to new positions | jitter | Updates arrived unevenly; the client corrected its picture. |
| Vehicles or players jump in Havoc Warfare | loss | Updates went missing. Red lines at that moment confirm it. |
| High ping only in the evening | ping | Congestion at your provider or on the route; test in the bad hour. |
| Matched to a distant region | server | Matchmaking chose the server. Compare our locations to see what your nearest region should give. |
Havoc Warfare puts large teams, vehicles and wide maps on one server. The server has a lot to send, and short losses show up as vehicles jumping or players appearing out of nowhere. It is annoying, but one bad second rarely decides the match.
Hazard Operations is the opposite. Fewer players, AI enemies, and a loadout you lose if you die. Here jitter is the main problem: AI that snaps between positions is hard to hit, and one late update during a fight can end the run.
Because matchmaking chooses the server, two players with the same line can see different pings depending on where they are placed. That is why this test lets you switch locations. It shows what your connection does to each region, which tells you whether a bad match was the route or your line.
Evening congestion is the third pattern. Many players report a game that runs well in the afternoon and badly after 8 pm. That can be the game servers filling up or your provider's network running full. Run this test in the bad hour against the location closest to you. Loss, or a ping well above your daytime value, means your provider. A clean chart while the game still lags means the game server.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: High ping although you live near a data center.
Delta Force runs on Tencent Cloud with servers in many regions and chooses one for you. Switch the test server above between Frankfurt, New York, San Jose and Singapore. A high ping to the nearest one points to your provider's routing.
The Symptom: The game is fine at noon and bad in the evening.
Evening congestion can be at your provider or at the game servers. Run this test in the bad hour. Loss here at that time means your provider's network is full.
The Symptom: Loss in short bursts.
Wi-Fi drops packets in bursts when a neighbour's network or a microwave interferes. One test on a cable shows whether that is the cause.
The Symptom: Ping jumps when a download starts.
A full router queue delays every packet. Pause downloads and streams, or turn on SQM or QoS. The bufferbloat test tells you whether your router needs it.
Not directly. Matchmaking picks a server by latency. If you keep landing on a distant one, check here whether your ping to the nearest region is normal.
Team Jade has not published it. 60 Hz is the community figure. This test uses it and marks it as an estimate.
Usually jitter. When updates arrive unevenly, the client shows AI and players snapping between positions. Check the jitter value here during a run.
Under 50 ms is good, up to 100 ms is playable. Jitter and packet loss matter as much: a steady 70 ms plays better than a ping jumping between 30 and 120.
The server is chosen for you and may sit in a different region than the servers of other games. Compare our four locations: the lowest one shows what your line can do. If the game's ping is far above it, you were placed on a distant server.
See the tick rate and packet size of all 570 supported games →