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The test below is already running at 30 Hz, the tick rate of Trailmakers. No click, no signup.
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
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A speed test measures bandwidth. This test measures stability: whether small packets arrive, and whether they arrive on time.
Games, voice calls and video calls send small packets many times per second. When some go missing (packet loss) or arrive unevenly (jitter), you get rubber-banding, choppy audio and disconnects, even on a fast line. This test sends small UDP packets to one of four servers, in Frankfurt, New York, San Jose and Singapore, and draws every round trip on the chart.
What this test sends: 30 packets per second of 200 bytes, matching Trailmakers rather than a generic ping. estimated
Flashbulb publishes no rate; peer-hosted physics sandbox.
The time a packet needs to the server and back. The line is blue when it is low, yellow when it rises and red when it is high. For most games, under 50 ms is good.
Packets that never came back, shown as red vertical lines. A healthy line loses none. From about 1%, games stutter and drop inputs.
How much the ping varies. Under 10 ms is fine for games and calls; more causes stutter and robotic voice. The jitter test page explains the number in detail.
Symptom: everything reacts late, in games and on websites.
Symptom: robotic voice in calls, other players stutter and jump in games.
Symptom: calls drop, games rubber-band or disconnect.
A speed test measures how much data fits through your line. Games need small packets to arrive on time. A fast line can still lose packets or deliver them unevenly, and a speed test does not show that. This test does.
0% is normal. A single lost packet over several minutes is not a problem. From about 1% you notice it: games stutter and drop inputs, calls break up.
Robotic audio usually comes from jitter, most often caused by Wi-Fi. Connect with a cable or switch to the 5 GHz band, and pause large downloads during the call.
Leave this test running until the problem happens. Then open the result and download the PDF report. It shows the times, the route and every loss event, and contains no IP address.
Run the test on Wi-Fi, then on a cable. If the cable result is clean, Wi-Fi is the cause. If both show loss or spikes, the problem is your router or your provider.
Leave the test open in a background tab. After 60 seconds it counts every dropout longer than one second. Afterwards, drag the timeline to the moment it happened.
Every online game sends updates at its own rate, the tick rate. A test at the wrong rate can miss the lag you are trying to find. Pick your game for a test at its real rate.
See the tick rate and packet size of all 570 supported games →