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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 |
|---|
Ghost hits? Ball teleporting through your car? Flashing red icons on your screen?
Rocket League is purely physics-based, and its servers run at an incredibly demanding 120Hz tick rate. The server calculates the exact trajectory of the ball and all cars 120 times every single second, sending small ~150-byte packets. Because of this extreme update rate, standard internet speed tests completely fail to detect Rocket League lag. They check raw TCP bandwidth, but this game relies on an uninterrupted stream of UDP packets. A single dropped packet at the wrong millisecond completely breaks the physics calculation on your screen. Our tool simulates this exact 120Hz traffic to catch the hidden micro-stutters ruining your aerials.
What this test sends: 120 packets per second of 150 bytes, matching Rocket League rather than a generic ping. estimated
Two different rates, both real: Psyonix simulates physics at 120 Hz on client and server (GDC), but the server sends network updates at about 60 Hz. 120 is the conservative upper bound and what this test sends.
Run the 120Hz test above for at least 60 seconds. Here is what your results mean for Rocket League:
Red vertical lines mean your connection dropped data. In Rocket League, this causes "Ghost Hits". You hit the ball, hear the thud, and see sparks fly, but a split-second later the server disagrees and the ball rubberbands right past your car into the net. This triggers the overlapping red squares icon.
Jitter is ping instability. If your ping rapidly bounces from 30ms to 80ms, you will trigger the "Latency Variation" warning. Your car will feel sluggish, unpredictable, and heavy. Fast mechanics like speedflips and precise dribbling become completely impossible.
High baseline ping means you are permanently delayed compared to the server. You will lose almost every 50/50 challenge because the server registers your opponent's touch before yours. You also have significantly less time to react to fast flicks or ceiling shots.
If the tool above shows packet loss or high jitter, try these specific fixes.
The Symptom: Micro-stutters and ghost hits despite having low ping.
Rocket League's engine tries to predict physics, but high jitter causes it to guess wrong. Psyonix added specific network settings to combat this exact issue.
The Symptom: The flashing red Latency Variation or Packet Loss icons pop up randomly.
Wi-Fi signals drop packets constantly due to interference. Rocket League's extreme 120Hz server tick rate has zero tolerance for dropped data. If you drop a packet, you miss the ball.
The Symptom: Ping spikes to 100ms+ every time a family member opens Netflix or TikTok.
Your 150-byte Rocket League packets are getting stuck in your router's traffic queue behind large video downloads. Your router is bottlenecking the data.
The Symptom: Excellent ping to US-East, but completely unplayable ping/packet loss to US-West, or vice versa.
Sometimes your ISP has a highly inefficient or broken routing path to the specific datacenters used by Epic Games/Psyonix in certain regions.
What you see in game, and which number on this page explains it.
| What you see in Rocket League | Look at | What it means |
|---|---|---|
| The ball is somewhere else after a contested challenge | loss | The server resolved the touch without your update and corrected your screen afterwards. |
| Aerials feel different from one match to the next | jitter | Physics input at 120 Hz is unforgiving about irregular delivery. |
| A demo lands on you that visibly missed | ping | Both cars were where the server said, not where your client had drawn them. |
| Only in three-versus-three, never in one-versus-one | loss | More cars, more updates, more chances for a congested link to drop one. |
Rocket League runs its physics simulation at 120 steps a second, and that is the rate this page measures against - deliberately, because the thing that decides a match is not whether an ability registered but whether a collision resolved the way both players saw it. Psyonix's netcode predicts your car locally and reconciles with the server continuously, which is why a small connection fault here rarely looks like a freeze and almost always looks like the ball behaving oddly.
That makes the game one of the harder ones to diagnose from feel alone. A missed aerial can be a bad approach or a correction applied mid-flight, and the two are indistinguishable in the moment. What separates them is whether the connection was delivering evenly at the time, which is a question about jitter over a period rather than about ping right now.
The packets are small, roughly 150 bytes, because a car is a handful of numbers and the map never changes. Rocket League is consequently one of the few competitive games that stays playable on a genuinely poor line - right up to the point where a challenge is contested, at which moment the shared state that both clients were predicting has to be reconciled, and whoever's update went missing loses an exchange they saw themselves win.
Because everything is continuous, the value of a chart is different here than in a shooter. You are not looking for one red mark that explains one death; you are looking at whether the line delivers steadily for a full minute, because a car that is being corrected twice a minute is a car whose controls feel subtly wrong all game without ever producing a moment you could point at.
Ghost hits are caused by packet loss. Your local game client predicts that you hit the ball, so it plays the audio and spark effects. However, the data packet containing your car's movement was dropped by your internet. To the server, you missed. The server then updates your screen, causing the ball to teleport past you.
The speedometer icon means High Latency (high ping). The overlapping squares mean Packet Loss (data is failing to reach the server). The jagged line means Latency Variation (high jitter/ping spikes). The server box with an X means Server Health (the server itself is lagging, not you).
If you have a perfectly stable, wired Ethernet connection, use "Default". If you are forced to play on Wi-Fi or have a connection with minor jitter, use "STS" (Standard). If your internet is extremely unstable, "CSTS" will add the most delay but provide the smoothest physics experience.
While the "Heavy Car Bug" is heavily debated in the community, extreme network jitter and fluctuating input latency can absolutely cause your car to feel unresponsive, slow, and sluggish as the client constantly tries to correct its position with the server.