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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 |
|---|
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.
What you see in game, and which number on this page explains it.
| What you see in Rainbow Six Siege | Look at | What it means |
|---|---|---|
| You are killed through a wall you had just reinforced | loss | The reinforcement or the destruction reached the server in the other order. |
| Drone footage stutters while your ping reads fine | jitter | A continuous stream exposes irregular delivery that a ping average hides. |
| Peeker's advantage feels extreme against certain players | ping | The difference between two connections, not a fault in either one. |
| Worse in the last thirty seconds of a round | loss | Destruction, gadgets and everyone moving at once. Peak update volume. |
Ubisoft raised Siege from 50 to 60 ticks per second and has kept it there. Sixty updates a second is a good rate, and this game needs it, because Siege replicates something almost nothing else does: a building that is being taken apart. Every hole in a wall is shared state that both sides act on immediately and permanently.
That turns network faults into arguments about ordering rather than about smoothness. Two players interact with the same wall within a few dozen milliseconds - one reinforcing, one breaching - and the server has to decide which happened first. If the packet carrying your action was lost and had to be resent, or simply never arrived, the version of the room you were playing in was never the version everybody else was in. The death that follows looks impossible and is entirely explicable.
Siege is also the game in this catalogue where a player spends the most time watching a live video feed of somewhere else. Drone and camera footage is a continuous stream, and continuous streams expose irregular delivery far better than a movement update does. Players routinely notice a bad connection while droning before they notice it while shooting - and that observation is jitter, which is the second number on the chart above.
The final thirty seconds of a round concentrate everything at once: gadgets firing, walls coming down, both teams moving. If your line is going to drop packets under load, that is when it will, and it is why measuring at rest can be misleading here. A minute of measurement with something else downloading in the background tells you more about your Siege evenings than a clean idle test ever will.
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.