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The test below is already running at 20 Hz, the tick rate of Roblox. No click, no signup.
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| 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 faster than it sends it: by default, physics updates go out at 20 Hz and other data at 30 Hz. The 60 Hz figure people quote is the old task scheduler, not the network rate. This test sends 20 packets per second, the physics rate. When packets are lost, you see desync, frozen players, delayed hits and, in the worst case, Error 277. Run the test while the game lags to see whether your line or the experience's server is the cause.
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 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, which breaks precision jumps in obbies.
High baseline ping means there is a long 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, which puts you at a 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 stutter, 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 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.
See the tick rate and packet size of all 570 supported games →