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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Getting swung on and dying before you see the enemy? Blood splattering on headshots with no kill? The red plug icon flashing?
Rainbow Six Siege servers operate at 60Hz. Because of the brutal 1-hit headshot mechanic and real-time destruction physics, your client must flawlessly exchange roughly 150-byte UDP packets with the server 60 times a second. In a game where Time-To-Kill (TTK) is essentially zero milliseconds, a single dropped packet means you lose the gunfight. Standard internet speed tests completely fail to diagnose Siege lag because they only test raw TCP download bandwidth. Our tool simulates this exact 60Hz server traffic to expose the micro-stutters and dropped packets causing your hit rejection.
What this test sends: 60 packets per second of 200 bytes, matching Rainbow Six Siege rather than a generic ping. verified
Ubisoft raised Siege from 50 Hz to 60 Hz with update 4.1 (December 2017) across all platforms.
Run the 60Hz test above for at least 60 seconds. Here is what your results mean for Rainbow Six Siege:
Red vertical lines mean your connection dropped data entirely. In Siege, this causes "Hit Rejection". You shoot an Operator in the head, hear the sound, and see blood on the wall behind them, but they take zero damage. This triggers the red Plug icon on the right side of your screen. It also causes deployed gadgets (like a Bandit battery) to teleport back into your inventory.
Jitter measures ping fluctuation. If your ping rapidly bounces from 30ms to 90ms, you will experience severe rubberbanding. You will vault through a breached wall or barricade, only for the server to disagree and snap you violently back to the other side. This triggers the Jitter icon (the branching fork).
High baseline ping creates an extreme "Peeker's Advantage." If you have 80ms ping and hold a passive angle, an aggressive 20ms Ash main can swing the corner, see you, and headshot you before the server even renders her character model on your monitor. You literally die to a ghost.
If the tool above shows an unstable connection, try these specific fixes.
The Symptom: You normally have 30ms ping, but randomly get dumped into matches with 120ms ping.
Siege's matchmaking sometimes auto-connects you to the wrong regional datacenter (e.g., placing a US-East player in a Central-US or European lobby).
DataCenterHint=default to your specific region (e.g., DataCenterHint=playfab/eastus). Save the file and restart the game.The Symptom: The red and yellow plug icons constantly flash in the corner of your screen.
Wi-Fi naturally drops packets due to interference. Siege's 60Hz tick rate has zero tolerance for dropped data. If you drop a packet the exact millisecond you pull the trigger, the bullet ceases to exist.
The Symptom: Massive ping spikes during crucial clutch moments when family is home.
Your game packets are stuck waiting in your router's queue behind a 4K Netflix stream or an OS background update. The router is bottlenecking your inputs.
The Symptom: High ping in Siege, but your ping in Discord or CS2 is totally fine.
Ubisoft hosts Siege servers dynamically on Microsoft Azure and Amazon Web Services (AWS). Sometimes your ISP takes a terrible, inefficient routing path to these specific server racks.
The Plug icon means Packet Loss (data is being dropped). The branching Fork icon means Jitter (your ping is wildly unstable). The Clock icon means Latency (your baseline ping is too high). The host icon (multiple overlapping squares) means the Ubisoft server itself is lagging, not your internet.
This is known as Hit Rejection. Your local game client registered the hit on your monitor and played the blood splatter effect. However, the data packet carrying that hit was dropped by your ISP before reaching the 60Hz server. The server rejects your kill because it never received the data. Run the packet loss test above to confirm.
Siege features a 1-hit headshot mechanic, meaning the Time-To-Kill is instant. When a player swings a corner, their movement data takes time to travel to the server, and then to your screen. If you have high ping, that delay is extended. The swinger can literally see you and shoot you before your monitor even renders them.
To survive in higher ranks, you need a ping strictly under 40ms. If your ping exceeds 60ms, holding passive angles becomes a death sentence due to Peeker's Advantage. You will be forced to play highly aggressively to compensate for your network delay.