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 |
|---|
Dying behind hard cover? Magdumping a PMC who takes no damage until half a second later?
Tarkov is server-authoritative and unusually chatty: during a firefight on a large map the client streams several megabits per second of position, loot and ballistics state. That makes it far more sensitive to loss and jitter than to raw ping. A raid at 45 ms with 1% packet loss feels markedly worse than a clean raid at 80 ms, because every dropped packet is a position update your client has to guess at - and Tarkov's guess is what you see as desync.
What this test sends: 60 packets per second of 450 bytes, matching Escape from Tarkov rather than a generic ping. estimated
Battlestate Games has never published a server tick rate. 60 Hz is the community's working figure.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Loss is the single worst metric for Tarkov. Anything above roughly half a percent is enough to produce visible rubber-banding and hits that never register, because the server never learns where you were when you fired. If the chart shows red lines while you are not even in a raid, the problem is on your line, not on Battlestate's.
Jitter is what turns a firefight into a slideshow of teleports. Tarkov interpolates between the position updates it receives; when they arrive unevenly, players snap between positions instead of moving between them. This is the number to watch if you die to enemies who were not on your screen.
Under 50 ms is comfortable, 50-100 ms is playable, above 100 ms you lose most close-quarters trades before you see them. Tarkov has no ping-based hit rejection, so a high-ping opponent keeps their advantage - and so do you.
What you see in game, and which number on this page explains it.
| What you see in Escape from Tarkov | Look at | What it means |
|---|---|---|
| You die behind hard cover | ping | The server killed a version of you that had not moved yet. Predictable at a steady ping, and unfixable at 150 ms. |
| PMC absorbs a full magazine, then dies at once | loss | Your hit packets arrived in a clump after a gap. Look for red lines at that moment. |
| Players teleport between positions | jitter | Position updates arrived unevenly and Tarkov interpolated between two distant points. |
| Everyone in the raid lags at the same time | server | A clean chart here plus a bad raid is Battlestate's raid server, not your line. |
Most competitive shooters are round-based and small: ten players, one map, a handful of objects that matter. Tarkov is the opposite. A raid can hold dozens of players and scavs across a large map full of persistent, physically simulated loot, and the server is authoritative over all of it. That means the amount of state your client has to be told about is not fixed - it grows as the raid gets busier, and it peaks exactly when a fight starts.
The practical consequence is that Tarkov consumes several megabits per second during active firefights. A connection with no headroom survives the quiet approach and then fails at the moment of the engagement, which is why so many players describe their line as "fine except in fights". It is not fine; it is saturated at the only point that matters. That is also why bandwidth-based speed tests keep telling people their connection is healthy - the peak is short, bursty and invisible to a throughput test.
There is a second, less obvious effect. Because Tarkov has no ping-based hit rejection, a badly connected opponent keeps every advantage their latency gives them. In a game with strict server-side validation, a high-ping player loses hits. In Tarkov they simply see you earlier and you see them later. Reducing your own loss and jitter is therefore not just about your own comfort - it is the only part of that exchange you have any control over.
Finally, the length of a raid changes the maths. A 40-minute raid means a connection that drops one burst every ten minutes will drop four during it, each one costing an engagement, and the loadout is gone with the raid. A round-based shooter forgives a bad 30 seconds; Tarkov charges you for it.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Some raids are fine, others are a desync mess.
Tarkov can show you the server it put you on. Turn on Settings -> Game -> "IP Address Visible", then compare a bad raid against a run of this test. A clean chart here plus a wrecked raid means the raid instance was overloaded - that is Battlestate's server FPS, and nothing on your end will fix it.
The Symptom: Ping jumps between raids for no obvious reason.
The launcher's automatic selection will happily put you on a distant region when your closest one is busy. Select your regions manually and leave the distant ones unticked; longer matching queues cost less than a raid you cannot fight in.
The Symptom: Loss appears in bursts every few minutes.
Periodic bursts are the signature of a wireless link retrying, not of a congested backbone. Tarkov raids run up to 40 minutes and a single burst at the wrong moment costs the whole kit.
The Symptom: The ping line climbs whenever someone else streams.
Tarkov's bandwidth spikes during fights collide with any large download on the same line. Router QoS that prioritises your machine keeps the ballistics traffic ahead of a background update.
In practice anything above about 0.5% is already visible as rubber-banding and failed hit registration. Tarkov sends a lot of state per second, so a small percentage is a large absolute number of lost updates.
Run this test for a few minutes and compare. If your line is clean here and raids are still desynced, the raid instance is the problem - turn on the IP display in Settings -> Game to see which server you were placed on.
Usually not. A VPN adds a hop and therefore latency, and it cannot repair packets that your own line or your ISP's network dropped. It only helps in the rare case where your ISP routes badly to a specific region.
Large maps, persistent loot and detailed ballistics mean the client is told about far more objects than in a round-based shooter. During active fights several megabits per second is normal, which is why a congested line shows up here first.