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 |
|---|
Shells passing through a tank that was clearly there? Aircraft jumping across the sky mid-turn?
War Thunder makes network problems unusually hard to diagnose, for one specific reason: Gaijin removed the in-game ping and packet loss indicator years ago and has never restored it, and repeated forum requests for the actual server tick rate have gone unanswered. You therefore have no way to check your connection from inside the game at all - which is exactly why an external measurement is worth running before you accept that shell disappearing into a hull.
What this test sends: 30 packets per second of 200 bytes, matching War Thunder rather than a generic ping. estimated
Gaijin has never answered the question in its own forum; community measurements suggest around 40 Hz.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Loss is what produces the classic War Thunder ghost shell: you fire, the server never receives the shot or receives it with a stale turret position, and the round is resolved somewhere you were not aiming. It also causes aircraft to snap between positions during a turn fight.
Air battles are pure lead prediction. Uneven packet arrival makes the target's model move in steps rather than smoothly, and you cannot lead a target that teleports. Jitter matters more here than in most ground matches.
Under 60 ms is comfortable for ground realistic battles. Above 100 ms, close-range tank duels start resolving against you, because the server sees your opponent's shot land before it has heard about your movement.
What you see in game, and which number on this page explains it.
| What you see in War Thunder | Look at | What it means |
|---|---|---|
| Shell passes through a tank | loss | The server resolved the shot against a stale turret or hull position. |
| Aircraft jump mid-turn | jitter | Uneven arrival makes a smooth flight path arrive as a series of steps. |
| You lose every close tank duel | ping | The server hears about the other player's shot before it hears about your movement. |
| No way to check anything in game | tooling | The in-game indicator was removed. This chart is the readout you no longer have. |
War Thunder occupies an unusual position among the games on this site: it is simultaneously very sensitive to network quality and almost impossible to diagnose from the inside. Gaijin removed the ping and packet loss indicator from the interface years ago and has not restored it. Repeated requests in the official forum for the actual server tick rate have gone unanswered as well, so neither the current state of your connection nor the rate you are being measured against is available to you in game.
That leaves external measurement as the only practical option, and it changes how you should use this page. Rather than running a test and then playing, leave the chart running in a second window during a battle. Red lines that appear at the same moment as a ghost shell are the answer; a clean chart during the same battle is also an answer, and it points at the server or at the game's own synchronisation.
The tick rate question matters more here than in most titles because of what the game asks of it. Ground realistic battles are decided by first shots at close range, and air battles are pure lead prediction against a target whose position you are extrapolating. Both fail badly when position updates arrive unevenly. Community estimates cluster around 30 to 40 updates per second; we send 30 and say plainly that the figure is an estimate, because Gaijin has never published one.
One setting is worth checking before anything else: War Thunder lets you enable and disable server regions in the options. Leaving distant regions ticked to shorten queue times is by far the most common cause of an otherwise inexplicable ping, and it is a two-click fix that no amount of router tuning replaces.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: You cannot tell whether it is you or Gaijin.
Because the in-game indicator is gone, this chart is your only readout. Leave it running in a second window during a battle: red lines here mean your line, a clean chart during a desynced match means the server.
The Symptom: Ping differs wildly between sessions.
War Thunder lets you enable and disable server regions in the settings. Leaving distant regions enabled to shorten queues is the single most common cause of an unplayable ping in an otherwise fine session.
The Symptom: Bursts of loss every few minutes.
Periodic bursts are wireless retries, not congestion. A cable removes them outright, and it is the cheapest change available.
The Symptom: Ping climbs steadily, no loss.
A rising line without red marks is bufferbloat in your own router. QoS or SQM prioritises the game's small packets over bulk downloads.
Gaijin removed the ping and packet loss indicator from the interface and has not restored it. There is no supported way to read your connection quality from inside the game, which is why an external test is the practical option.
Gaijin has never published it, and requests in the official forum have not been answered. Community estimates land around 30-40Hz. This test sends 30 packets per second and labels that figure as an estimate rather than a fact.
Usually because the server resolved the shot against a position that was already out of date - a lost or late packet carrying either your turret position or the target's movement. Red lines on this chart during a battle confirm it.
High ping widens the window in which positions are stale, so it makes the effect more frequent. Packet loss causes it outright, which is why the loss figure matters more than the ping number here.