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 |
|---|
Trading kills with someone you shot first? Headshots that simply do not count?
Hunt runs server-side hit validation: the server, not your client, decides whether a shot connected, and Crytek has published a technical explanation of how it arbitrates between two clients that each believe they fired first. That design punishes an unstable connection specifically - the server discards what it cannot verify. A run in Hunt is also unrepeatable, so a single burst of loss at the wrong moment costs the whole bounty.
What this test sends: 60 packets per second of 250 bytes, matching Hunt: Showdown 1896 rather than a generic ping. estimated
Community measurements contradict each other (30-40 vs 80+); Crytek publishes no value.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Loss is what turns a clean kill into a trade. Your shot packet arrives late or not at all, the server processes your opponent's first, and both of you die. This is the metric to watch if trades feel far too common.
Hunt's long sight lines mean you are often tracking a slow, distant target. Jitter makes that target step rather than move, and at range a single step is a whole body width.
Below 50 ms is comfortable. Very high ping is not just a disadvantage here - the server is strict about what it accepts, and shots fired from a badly out-of-date position are simply not counted.
What you see in game, and which number on this page explains it.
| What you see in Hunt: Showdown 1896 | Look at | What it means |
|---|---|---|
| Constant trade kills | loss | Your shot arrived late, the server processed the other one first, and both counted. |
| Long-range shots miss a slow target | jitter | At distance one uneven step is a whole body width of lead error. |
| Hits simply do not count | ping | Server-side validation discards shots fired from a position it cannot verify. |
| Only bad at certain hours | region | Thin regional population pushes you onto distant servers for faster matching. |
Every extraction shooter has an argument about trades, but Hunt's is unusually diagnostic, because Crytek has published how the system actually works. The server, not your client, decides whether a shot connected. When two players fire at almost the same moment, the server is arbitrating between two clients that each believe they shot first, and it has to pick an outcome from the information it received.
Latency and packet loss both widen the window in which both shots look valid. That is the trade. It is not a design decision to make fights feel unfair - it is the unavoidable result of two descriptions of the same moment arriving out of order. Which means a player complaining about constant trades has a testable hypothesis available to them, and this chart is the test.
The same validation cuts the other way for high-ping players. Because the server discards what it cannot verify against the positions it holds, a badly connected attacker does not gain the free hits that a purely client-authoritative game would grant them. They lose hits instead. That is the right design, and it means improving your own stability is worth more here than in games where a bad connection is quietly rewarded.
Hunt also raises the stakes of a single bad moment more than most shooters. A bounty run cannot be repeated and the loadout goes with it, so a connection that drops one short burst every few minutes is not a minor annoyance - it is a recurring, unrecoverable cost. That is the argument for a cable rather than a config change.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Constant trade kills.
Trades in Hunt are the classic signature of latency or loss on one side. Run this test for a few minutes before concluding the netcode is at fault - if your own line shows loss, the server is doing exactly what it should.
The Symptom: High ping in every match.
Hunt's population is regional and thin at some hours, which tempts players into distant servers for faster matching. This test shows what your line can reach; if the game shows much worse, the region setting is the cause.
The Symptom: Loss in short bursts.
A Hunt match cannot be restarted and the loadout is gone if you die. Wireless bursts are the most common avoidable cause of losing one to a shot that never registered.
The Symptom: Evening matches are worse than morning ones.
Shared-line congestion delays the small packets Hunt sends constantly. QoS keeps them ahead of bulk traffic from other devices.
Because the server arbitrates between two clients that both believe they fired first. Latency and packet loss widen the window in which both shots look valid, and both are counted.
Server-side hit validation discards shots it cannot verify against the positions it has. In practice that means very high ping costs you hits rather than granting you an advantage.
Crytek has not published one, and community measurements disagree sharply. This test sends 60 packets per second and marks that as an estimate rather than a verified figure.
Loss. A steady ping is something the server can compensate for; a missing packet contains a shot that, as far as the server is concerned, was never fired.