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 |
|---|
Keep seeing the "Network Problem" warning? Shots not registering?
Valorant servers run at an incredibly fast 128Hz (128 ticks per second). Your PC and the Riot server exchange data every 7.8 milliseconds. This makes gunplay incredibly crisp, but it means your internet connection has zero room for error. A standard speed test misses micro-stutters. Our tool sends exactly 128 packets per second to simulate real Valorant traffic and catch hidden lag spikes.
What this test sends: 128 packets per second of 200 bytes, matching Valorant rather than a generic ping. verified
Riot Games: every match on 128 Hz servers, no tiered pools; 99.3% of servers met the 128-tick requirement as of patch 5.07.
Run the 128Hz test above for at least 60 seconds. Here is what your results mean for Valorant:
Red vertical lines mean your connection dropped data. In Valorant, this causes bad hit registration. You shoot a Vandal, see the tracer hit their head, but no damage registers. It also causes weapon equip animations to glitch.
Jitter is how much your ping fluctuates. If it jumps around, you will see the red "Network Problem" warning in the top right corner. Player models will micro-stutter when executing site pushes.
High ping creates a massive Peeker's Advantage. If your ping is high, an enemy swinging a corner will see you on their screen before your game client even updates. You die without being able to react.
If the tool above shows packet loss or high jitter, try these specific fixes.
The Symptom: "Network Problem" text flashing on screen.
128-tick servers demand perfection. Wi-Fi drops packets due to walls and cell phone interference. Valorant will punish you for playing on Wi-Fi.
The Symptom: The chart above shows red lines (Packet Loss).
Riot Games included a setting to help players whose ISP drops packets. It delays the game slightly to hide the missing data.
The Symptom: The ping line randomly spikes into the yellow or red.
Your router is struggling because someone else in your house is streaming Netflix or downloading a file. This causes your game packets to wait in line.
The Symptom: High ping to your local server, but fine on others.
Riot uses their own backbone called "Riot Direct". Sometimes, your ISP has a bad route connecting to it.
Valorant will show you its own numbers. Under Settings, in the Video tab, the Stats page turns on a live display for packet loss in and out, ping, server tick rate and frame time. Enable packet loss in both directions rather than one: loss on the way out means your inputs are not arriving, loss on the way in means the server's updates are not, and they have different causes.
What that display cannot do is tell you anything before you are in a match, or leave you with evidence afterwards. It reports the present moment and forgets it. The chart above runs on the same connection while the game is closed, holds sixty seconds or sixty minutes of history, and exports as a PNG or a CSV file - which is the difference between telling a provider your connection drops and showing them when.
What you see in game, and which number on this page explains it.
| What you see in Valorant | Look at | What it means |
|---|---|---|
| The shot is on the body and no damage number appears | loss | The packet carrying that click never reached the server. Nothing was rejected - nothing arrived. |
| Riot's network icon appears while ping stays low | jitter | The client is warning about irregular updates, not about distance. |
| You are peeked before the enemy is on your screen | ping | Two round trips of difference is a genuine advantage, and it is measurable here. |
| Abilities fire late in the round, never at the start | loss | Congestion that builds while something else on your line is uploading. |
Riot runs every Valorant match at 128 ticks per second, ranked and unranked alike, which is the highest rate of any game measured on this site. An update leaves the server every 7.8 ms. That is what makes the game feel immediate, and it is also why a connection problem looks worse here than in a 30 Hz title: the same one percent of loss removes twice as many updates in the same second.
It cuts the other way for a single drop. One missing packet at 128 Hz costs 7.8 ms of state - half of what it costs in CS2, a quarter of what it costs in Fortnite - so an isolated loss is genuinely hard to notice. What players feel instead are runs: a handful of consecutive drops, which at this rate is 30 or 50 ms of nothing, arriving as an enemy who freezes and reappears somewhere else. The shape of the loss on the chart above therefore matters more for this game than the percentage printed next to it.
The packets are small, around 200 bytes, and there are 128 of them a second in each direction. Any home connection can carry that. What home connections do badly is deliver them evenly, and the number to watch is jitter: Valorant interpolates between the updates it has, and even spacing is the assumption that makes the reconstruction accurate. Uneven spacing is what produces the hit that should have landed.
Riot also runs its own backbone, so traffic usually leaves your provider's network early and travels on Riot Direct from there. That removes a whole class of problem - a bad transit hop three networks away - and it removes it for everybody, which means what still differs between two players in the same city is the first mile. The first mile is exactly what this test measures.
The "Network Problem" warning appears when your game client stops receiving data from the server smoothly. This is caused by high jitter or packet loss on your end. Running a wired Ethernet connection usually fixes this instantly.
Because Valorant uses 128-tick servers, a ping under 30ms is ideal. Anything above 60ms will start causing noticeable Peeker's Advantage, where enemies seem to instantly headshot you the millisecond they swing a corner.
Bad hit registration happens when your computer tells the server you fired, but that data packet is lost on the way. Your game draws the bullet tracer, but the server ignores it. Check the graph above for red vertical lines to confirm packet loss.
Yes, slightly. Setting Network Buffering to Moderate or Maximum adds a tiny amount of input delay. However, if your internet has packet loss, that slight delay is much better than enemies teleporting across your screen.