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 |
|---|
Keep getting Error Code 277? Hits not registering in Arsenal? Rubberbanding in Da Hood?
Roblox simulates physics far faster than it replicates it. The engine's default network settings send physics updates at 20Hz (PhysicsSendRate and ClientPhysicsSendRate) and other data at 30Hz, which is what your client and the server actually exchange - roughly 150 bytes, about 20 times a second, to track movement, combat and physics. The 60Hz figure people quote is the old task-scheduler cap, not the replication rate. Because standard speed tests only check raw download speeds over TCP, they completely miss the UDP packet drops that cause desync, freezing, and disconnects in Roblox. Our tool simulates this exact 20Hz traffic to reveal the micro-stutters ruining your gameplay.
What this test sends: 20 packets per second of 150 bytes, matching Roblox rather than a generic ping. verified
Roblox's default network settings: PhysicsSendRate and ClientPhysicsSendRate 20 Hz, DataSendRate 30 Hz. The 60 Hz often quoted is the old task-scheduler cap, not replication.
Run the 20Hz test above for at least 60 seconds. Here is what your results mean for Roblox:
Red vertical lines mean your router or ISP completely dropped the data. In Roblox, this causes you to freeze in place while everyone else runs off ledges. If you lose too many packets in a row, you will be kicked with Error Code 277 or 279.
Jitter is ping instability. If your ping rapidly bounces from 40ms to 150ms, you will experience severe rubberbanding. You might walk forward, only to be snapped back to where you were two seconds ago, ruining precision jumps in obbies.
High baseline ping means there is a massive delay between your inputs and the server. In combat games like Blox Fruits or Arsenal, this causes your damage to register a full second after you land a hit, putting you at a massive disadvantage.
If the tool above shows an unstable connection, try these specific fixes.
The Symptom: You aren't sure if the lag is your internet or your PC's hardware.
Roblox has a built-in diagnostic tool that separates FPS drops from internet lag. If your "Ping" and "Recv" values are spiking into the red, it is purely a network issue.
The Symptom: Random micro-stutters, rubberbanding, and sudden freezes.
Wi-Fi naturally drops packets due to interference from walls, microwaves, and other devices. Roblox's 20Hz replication leaves little margin: each lost packet is a fiftieth of a second of missing state, and wireless connections cannot provide it consistently.
The Symptom: Ping lines spiking into the red or yellow when family is home.
Your Roblox packets are waiting in line behind Netflix streams, TikToks, or OS updates. Your router is bottlenecking the data queue, causing massive delay spikes.
The Symptom: High ping in certain experiences, but fine in others.
Roblox matches you into active servers, which means it will frequently dump you into a European or Asian server if you are in the US, skyrocketing your ping to 200ms+.
What you see in game, and which number on this page explains it.
| What you see in Roblox | Look at | What it means |
|---|---|---|
| Your character rubberbands back a few studs | loss | A position correction after missing updates. Common on Wi-Fi. |
| One experience is unplayable while others are fine | server | Each experience runs its own server, often badly written. Not your line. |
| Tool and click actions register late | ping | Round trip to the server, on top of the 50 ms the default rate already costs. |
| Worse on a school or work network | route | Filtered or congested paths. Test from a different network to compare. |
Roblox is not one game and that is the whole difficulty. The platform's default network settings put physics and character replication at roughly twenty updates a second, which is the rate this page measures at, but every experience is a separate program on a separate server written by someone else - and the quality of that program varies more than any connection ever does.
So the first question for a Roblox problem is not what your line is doing but whether the problem follows you between experiences. If one obby stutters and everything else is smooth, the answer is in that experience's code or its server, and no amount of network tuning will change it. If everything stutters, the connection is a real suspect and worth measuring properly.
The traffic itself is light, around 150 bytes per update. What makes Roblox unusual is the population: it runs on school laptops, shared family Wi-Fi, tablets and low-end phones, which is a collection of the least reliable links in home networking. Rubberbanding on this platform is far more often a wireless problem than a provider problem, and that is a distinction a browser test on the same device can make in a minute.
It is also a platform where children are usually the ones reporting the fault and adults the ones being asked to fix it. A chart with a timestamped red mark on it is a much better basis for that conversation than a description of a character jumping backwards - and if the chart is clean, it saves the household a call to an internet provider who would not have found anything either.
Internet speed (bandwidth) is different from internet stability. Error Code 277 means you lost connection to the server. This happens when your router or ISP drops packets for a few consecutive seconds. Speedtests won't show this, but running the packet loss test above will reveal the dropped connections.
For casual experiences (Tycoons, Obbies), anything under 100ms is perfectly playable. However, for highly competitive games like Arsenal, Phantom Forces, or Da Hood, you need a ping under 50ms to ensure your hits register before your opponent's do.
Rubberbanding is caused by high Jitter and Packet Loss. Your client tells the server you moved forward, but the server never receives that packet. A split-second later, the server forces your character back to your last known position. Using an Ethernet cable stops this.
While in a Roblox experience, press Shift + F3 on your keyboard to open the Performance Stats overlay. Look at the "Ping" metric. For a more detailed graph, press Shift + F5 to monitor your network receive (Recv) and send rates.