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…
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Snapping back three steps after every sprint? Landing eoka shots that the server never registers?
Rust is unusual because the tick rate is not a property of the game - it is a setting on the server you play on. Facepunch ships server.tickrate at 30, and most community servers leave it there; some raise it, some run it lower to save CPU on a wiped-and-full map. That means the same connection can feel crisp on one server and mushy on the next, and it is worth separating that from your own line before blaming either.
What this test sends: 30 packets per second of 350 bytes, matching Rust rather than a generic ping. verified
server.tickrate - the Facepunch default is 30 and most community servers leave it there; it is an operator setting, not a fixed property.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Loss during a raid or a fight is what produces the classic Rust teleport: you run, the server never hears about it, and you are snapped back to where it last saw you. It also eats building placements, which is why walls sometimes refuse to go up under pressure.
Rust interpolates other players' movement heavily. Uneven packet arrival is what makes a running target stutter, and a stuttering target is one you cannot lead. Low jitter matters more here than a low absolute ping.
Under 60 ms is fine for a 30-tick server - the server only updates every 33 ms anyway, so shaving 10 ms off a good ping buys you almost nothing. Above 100 ms you start losing close trades and door peeks.
What you see in game, and which number on this page explains it.
| What you see in Rust | Look at | What it means |
|---|---|---|
| Snapping back after a sprint | loss | Movement packets never arrived; the server put you back where it last saw you. |
| Walls refuse to place under pressure | loss | Building is an input like any other. A lost input during a raid is a wall that never existed. |
| Runners stutter across your screen | jitter | Rust interpolates other players heavily; uneven arrival turns smooth movement into steps. |
| Only one server feels bad | server | Tick rate and hardware differ per server. A clean chart plus one bad server is that server. |
In almost every other game on this site, the tick rate is decided by the studio and applies everywhere. In Rust it is a line in a config file. server.tickrate ships at 30, and the overwhelming majority of community servers leave it there, but an operator can raise it to make gunplay crisper or lower it to keep a 300-player wipe day from melting the CPU. Nothing in the client tells you which you joined.
This matters because it breaks the usual diagnostic logic. If two servers feel different on the same evening, on the same connection, with the same chart in front of you, the difference is not your line. It is either the tick rate or - more often - the server's own frame rate collapsing under player and entity count. Neither is something you can fix from your side, and both get blamed on ISPs every day.
The second Rust-specific complication is the wipe cycle. On the first evening after a wipe, every player is online, every base is being built, and entity counts spike far above the weekly average. A server that runs perfectly on day four can be unplayable on day one with no configuration change at all. If your measured line is clean during that window, you have diagnosed a crowd, not a fault.
What is left for you to control is loss and jitter, and Rust is unusually unforgiving about both because progress is persistent. A dropped input in a round-based shooter costs a round. A dropped input during a raid defence costs everything behind the wall that did not go up.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: One server rubber-bands, another is fine.
A full 300-player map on undersized hardware drops its own frame rate, and no tick rate setting saves it. Run this test while the game misbehaves: a clean chart plus an unplayable server is the server's problem, and the fix is a different server.
The Symptom: Loss appears in short bursts.
Rust punishes bursts more than most games because raids are long and unrepeatable. A wired connection removes the single largest source of burst loss in a normal household.
The Symptom: Ping climbs steadily during the evening.
A slowly rising ping line with no loss is bufferbloat: your own router queueing game packets behind someone else's download. Enabling QoS or SQM keeps the queue short.
The Symptom: Only bad on the first evening after a wipe.
Wipe day puts every player on the map at once. If your own chart is clean and the problem disappears two days later, you measured server load, not a network fault.
Whatever the server operator set server.tickrate to. Facepunch's default is 30, and most servers stay there. This test sends 30 packets per second to match that default.
Because tick rate and server hardware differ per server. If this test shows a clean line while a specific server rubber-bands, you have measured that server, not your connection.
It reduces the window in which the server has no idea where you are, so yes, slightly. It does nothing about packet loss on your own line, which is the more common cause.
Jitter. A steady 90 ms is predictable and you can lead your shots; 40 ms that swings by 30 ms is not, and that is what makes targets stutter across your screen.