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 |
|---|
Rolled through an attack and still took the hit? Summon signs that never connect?
Elden Ring has no dedicated game servers. Co-operation and invasion are peer-to-peer sessions arranged by a matchmaking service, and once a session exists, the host's world is the authority for everyone in it. That single fact explains nearly every complaint players have about multiplayer here - why the invader seems to hit you from a sword length away, why your dodge did not count, and why the same player can be fine in one session and impossible in the next.
What this test sends: 60 packets per second of 150 bytes, matching Elden Ring rather than a generic ping. estimated
FromSoftware publishes no rate; invasions and co-op are peer-to-peer.
A note on the rate: FromSoftware publishes no tick rate, and there is no server to publish one - sessions are peer-to-peer. This test uses 60 Hz as a representative figure and labels it an estimate. What it reports is your own line's loss and jitter, which is what decides whether a peer session is playable at all.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Your roll's invulnerability is evaluated against where the attack was on the authoritative side, not on yours. When updates arrive unevenly, the two views diverge for a moment and a roll that cleanly avoided the swing you were shown still overlaps the swing that actually happened. That is the single most common complaint in Elden Ring multiplayer.
A peer session has no infrastructure to absorb loss. Dropped packets make phantoms teleport, attacks arrive without wind-ups, and sessions end outright with the game returning you to solo play. If your sessions collapse regularly, this chart is where the evidence is.
There is no data centre in this equation. Your latency is to whichever player you were matched with, so it varies session to session with nothing changing on your end. A clean line gives you the best odds of a good session; it cannot guarantee the other person has one.
What you see in game, and which number on this page explains it.
| What you see in Elden Ring | Look at | What it means |
|---|---|---|
| Damage taken through a clean roll | jitter | The authoritative attack position differed from the one you were shown. |
| Phantom teleports or attacks with no wind-up | loss | Packets carrying the animation state never arrived. |
| Session ends and you return to solo play | loss | The peer connection failed. Either side can be the cause. |
| Latency differs wildly between sessions | ping | You are measuring the distance to a different player each time. |
Elden Ring's combat is built on precise timing windows. A roll grants a short period of invulnerability, and the whole skill of the game is placing that window over an incoming attack. In single player this is exact, because one machine holds both the attack and the roll and there is no ambiguity about when either happened.
Multiplayer removes that certainty. There is no dedicated server arbitrating between players; the host's world is authoritative and everyone else is playing against a delayed copy of it. Your screen shows you an attack at the moment your client learned about it, and your roll is evaluated against where that attack was on the authoritative side. When the two diverge - and any jitter makes them diverge - a dodge that was clean on your screen was late on theirs.
This is why the invasion experience is so contentious. Both players are having a coherent, internally consistent experience, and those experiences do not match. The host sees an invader landing hits from too far away; the invader sees a host who was standing still. Neither is lying and neither, usually, is cheating. It is the direct and unavoidable consequence of putting a timing-precise combat system on a peer connection.
What follows practically is modest but real. You cannot fix the model, and it is honest to say so rather than promising that a router setting will make invasions fair. What you can do is stop contributing to it: a clean line with low jitter narrows the window in which the two views disagree, and choosing who you match with removes the largest single variable. Beyond that, the asymmetry is the game.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Wildly variable session quality.
Password matchmaking lets you connect with specific people rather than whoever the service finds. Playing with friends on your own continent turns the largest variable - the distance to the other peer - from a lottery into a choice, and it is far more effective than any local setting.
The Symptom: Sessions collapse partway through a boss.
A peer session is only as good as the worse of the two connections, and wireless loss ends sessions rather than degrading them gracefully. Losing a session at the end of a long boss attempt costs both players the run. A cable is the cheapest insurance against it.
The Symptom: Invaders hitting you from an impossible distance.
In a peer session the authoritative view is the host's, and the invader is playing on a delayed picture of it. Both sides genuinely see something different, and neither is cheating. A clean connection narrows the gap; nothing closes it, because there is no server sitting between you to arbitrate.
The Symptom: Phantom stutter when someone else is uploading.
Peer sessions carry continuous small packets in both directions, and your upload matters as much as your download because the other player depends on it. Router QoS that prioritises interactive traffic protects both halves.
Because your invulnerability frames were compared against the authoritative version of the attack, not the one drawn on your screen. Uneven packet delivery makes those two versions differ for a moment, which is exactly long enough for a clean dodge to fail.
No. Matchmaking is a service, but the sessions themselves are peer-to-peer between players. That is why your latency changes from session to session and why there is no region to select.
Usually not. The host's world is authoritative and the invader plays on a delayed view of it, so the two players genuinely see different things. Real cheating exists, but the everyday version of this complaint is the peer-to-peer model working as designed.
Match deliberately rather than randomly - a password with someone nearby removes the biggest variable - and make sure your own end is clean, because a peer session is limited by the worse of the two connections.