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 |
|---|
Hearing the headshot 'dink' but dealing zero damage? Rubberbanding after a Tracer blink or Genji dash?
Overwatch 2 servers run at 63Hz - the default Blizzard set when it rolled high bandwidth out to everyone, up from the old 21Hz. This means your client and Blizzard's servers exchange heavy ~200-byte UDP packets 63 times every second to track 10 players, fast-paced movement abilities, and projectile trajectories. Overwatch uses a netcode system called "Favor the Shooter." If your internet drops even a single packet, the server will ruthlessly override your screen, causing you to die behind a wall. Standard internet speed tests completely fail to catch these micro-stutters because they only test raw TCP download bandwidth. Our tool simulates this exact 63Hz traffic to expose the hidden packet loss triggering those orange warning icons on your screen.
What this test sends: 63 packets per second of 200 bytes, matching Overwatch 2 rather than a generic ping. verified
Blizzard set the default tick rate to 63 Hz with the high-bandwidth rollout (up from 21 Hz); the in-game netgraph reports 63-64 PPS.
Run the 63Hz test above for at least 60 seconds. Here is what your results mean for Overwatch 2:
Red vertical lines mean your connection dropped data entirely. In Overwatch 2, this causes "No-Regs" (unregistered hits). You click your mouse, hear the satisfying headshot 'dink' sound, and see the spark—but the enemy's health bar doesn't move. It also triggers the orange three-squares icon on the left side of your screen.
Jitter measures ping fluctuation. If your ping rapidly bounces from 30ms to 90ms, your movement will rubberband. You will activate Wraith Form as Reaper, only for the server to suddenly teleport you back into the enemy team and declare you dead. This triggers the orange lightning bolt icon.
High baseline ping completely breaks the "Favor the Shooter" mechanic against you. If you have 100ms ping, a Cassidy with 20ms ping will round a corner and shoot you before his character model even renders on your screen. You will constantly die after ducking behind cover.
If the tool above shows an unstable connection, try these specific fixes.
The Symptom: The game feels sluggish, and your shots feel delayed even with low ping.
Overwatch 2 has specific network settings designed for players on terrible internet connections. If turned on by mistake, they artificially throttle your game from 63Hz down to 21Hz.
The Symptom: The orange squares and lightning bolt icons constantly flash on the left side of your screen.
Wi-Fi naturally drops packets due to interference. Overwatch's 63Hz servers have zero tolerance for dropped data. If you drop a packet right as you press an ultimate, the server ignores it.
The Symptom: Massive ping spikes during intense teamfights when family members are home.
Your game packets are stuck waiting in your router's queue behind a roommate's Netflix stream or a background Windows update. Your router is bottlenecking your inputs.
The Symptom: Perfect ping yesterday, but 120ms ping today for no reason.
Blizzard dynamically routes players to regional servers (like ord1 in Chicago or lax1 in Los Angeles). Sometimes your ISP fails to route you to your closest server, dumping you on the other side of the country.
What you see in game, and which number on this page explains it.
| What you see in Overwatch 2 | Look at | What it means |
|---|---|---|
| A hitscan shot on a stationary target does nothing | loss | The shot packet is missing from the server's record of that instant. |
| Blinks and dashes end in the wrong place | jitter | Movement abilities resolve on the server. Uneven updates move the endpoint. |
| Ultimates fire but the effect starts late | ping | Round trip cost, added on top of the 16 ms the tick rate already grants. |
| The whole team rubberbands in the same fight | server | Server side. Your own chart being clean is the proof. |
Blizzard settled on a default of 63 updates per second, close enough to the 60 Hz figure most players quote and high enough that Overwatch 2 sits in the upper half of this catalogue. An update every 16 ms is quick, and it means the client is only ever reconstructing a short interval - which is exactly why loss on this game announces itself as a moment rather than as general sluggishness.
The unusual property of this title is that the same network fault produces different symptoms depending on who you are playing. A hitscan hero's misses are unexplained: the shot was on target, the server never received it. A projectile hero sees the shot travel and miss, because the target's interpolated position was reconstructed from updates that were not evenly spaced. A dive hero ends a movement ability in a place they did not choose. Three separate complaints, one cause, and forum threads that never connect them.
The traffic is around 200 bytes per update in each direction. As with every game on this site, that is nothing on a modern line, and it means the interesting failure is a queue rather than a limit: something else on the network fills a buffer, packets wait, and a game running at 63 Hz notices delay long before a video call does.
The other half worth ruling out is the server itself. In a six-player-per-side fight with several abilities landing at once, an overloaded server produces stutter for everybody, and blaming your own connection for it is the most common wasted evening in this game. A clean chart above while the match is stuttering is a complete answer - and it is the sort of answer that is only convincing if the measurement ran at the game's own rate.
The three overlapping orange squares indicate Packet Loss (data failing to reach the server). The orange lightning bolt with a circular arrow indicates a Connection Issue / Extrapolation (your ping is wildly fluctuating, forcing the server to guess your movement, which causes rubberbanding).
This is a "No-Reg" caused by packet loss. Overwatch features client-side prediction. When you click, your local game immediately plays the audio 'dink' and visual spark to make the game feel responsive. However, your internet dropped the packet before it reached Blizzard's server. The server rejects the hit because it never received the data.
Favor the Shooter is Blizzard's lag compensation netcode. If an enemy clicks on your head on their screen, the server grants them the kill, even if you already dashed behind a wall on your screen. This is why having low ping is critical—high ping puts you permanently behind the enemy's reality.
To view your live network stats, go to Options > Video > Details. Click the plus sign (+) next to "Details" to expand the menu, and turn "Show Network Latency" to ON. This will display your live ping in the top left corner of your screen during matches.