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 |
|---|
Are your edits delayed? Shotgun shots blanking? Walls getting taken?
Fortnite servers run at 30Hz. The game sends larger chunks of data (about 250 bytes) 30 times a second to keep track of 100 players and thousands of building pieces. Because of this massive data load, Fortnite is incredibly vulnerable to network congestion. If your internet stutters, your builds won't place. Our tool simulates exactly 30Hz Fortnite traffic to catch the hidden lag spikes that standard speed tests miss.
What this test sends: 30 packets per second of 250 bytes, matching Fortnite rather than a generic ping. verified
Epic raised Fortnite from 20 Hz to 30 Hz and has kept it there; 100 players plus building physics is the stated reason it is not 60.
Run the 30Hz test above for at least 60 seconds. Here is what your results mean for Fortnite:
Red vertical lines mean your connection dropped data. In Fortnite, this causes "blank shots". You hit an enemy with your pump shotgun, see the pellets hit, but zero damage pops up. It also causes you to teleport off structures.
Jitter is how much your ping bounces up and down. If your ping constantly jumps from 20ms to 70ms, your muscle memory is useless. Your building and edit timings will feel completely inconsistent.
Fortnite is heavily ping-dependent. If your ping is high, enemies will always take your walls. The server grants the wall to the player whose input arrives first.
If the tool above shows packet loss or high jitter, try these specific fixes.
The Symptom: The yellow or red Wi-Fi X appears on your HUD.
Wi-Fi signals drop packets constantly due to interference. Fortnite needs a perfectly steady stream of data to track your rapid building inputs.
The Symptom: Ping is fine in one match, but terrible in the next.
Leaving your matchmaking region on "Auto" can sometimes throw you into a server on the other side of the country if your local server is full.
The Symptom: Ping spikes when family members are home.
Fortnite packets have to wait in line if someone else is streaming Netflix or downloading a game. This causes massive lag spikes during end-game circles.
The Symptom: High ping despite having good fiber internet.
Fortnite uses Amazon Web Services (AWS) to host its servers. Sometimes your ISP takes a very inefficient, slow route to the nearest AWS datacenter.
What you see in game, and which number on this page explains it.
| What you see in Fortnite | Look at | What it means |
|---|---|---|
| A wall goes up in your hand and is gone a moment later | loss | Your client drew it; the server never received the request and rolled it back. |
| Edits confirm late or open on the wrong piece | jitter | Every edit needs a server confirmation. Irregular round trips arrive as unreliable input. |
| Shots hit an opponent who has already moved | ping | At 30 Hz the interpolated position sits further behind than in a 60 Hz game. |
| Only bad in the first minute, on a full lobby | server | A hundred players replicating at once. Your line can be clean while the drop stutters. |
Epic raised Fortnite's server rate from 20 Hz to 30 Hz and has kept it there. Thirty updates a second is comfortable for movement and shooting, and it is a tight budget for a game whose primary mechanic is placing objects that change the world for everyone standing in it. A wall is not a visual effect - it is a request the server has to accept, apply and replicate to every player nearby.
Your client places it immediately, because waiting would make the game unplayable, so what you see for the next 30 to 100 ms is a prediction. If the request arrives, the prediction is confirmed and nothing looks wrong. If the packet is lost, the server never knew about it, and the wall you were standing behind disappears retroactively along with whatever protection you thought it was giving you. Building turns invisible packet loss into a visible event, which is why Fortnite players usually notice a bad connection earlier than players of other games.
Editing raises the cost again. An edit is a sequence - select, apply, confirm - and each stage depends on the one before it having reached the server, so a single dropped packet does not degrade an edit, it aborts it. Players read that as an input problem and buy a different keyboard. The chart above is the cheaper diagnosis and it separates the two cases in about sixty seconds.
One caveat belongs on the page rather than in a support forum: a hundred players in one lobby is a heavy simulation, and stutter in the opening minute is often the server catching up rather than your line failing. That is precisely why a measurement taken outside the game is worth having. If this test is clean while the drop stutters, the problem is not on your side of the connection, and no router setting will change it.
A blank shot happens because of packet loss. You click your mouse, your local game plays the shooting animation, but the internet drops the data packet before it reaches Epic's server. To the server, you never fired. Run the test above to check for red vertical lines (lost packets).
If you have Net Debug Stats turned on in your UI, red lines directly translate to packet loss. It means data flowing between you and the server was completely lost. A wired Ethernet connection is the best way to stop this.
For casual play, anything under 60ms is perfectly fine. However, competitive Fortnite is heavily ping-reliant. To consistently take walls from opponents, you need a ping under 30ms. The server gives the wall to the player whose command arrives first.
Edit delay is usually caused by high Jitter. If your ping is 20ms one second, and 80ms the next, your game takes longer to confirm your edit on the server. Your muscle memory gets thrown off because the delay is constantly changing.