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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Kicked for high ping, rubber-banding in the control zone, or hits that do not count?
WARDOGS puts up to 100 players in three teams on one map, all fighting over a control zone. Bulkhead does not publish a server tick rate; 30 Hz is the figure reported for the official early-access servers, and that is what this test sends. The game has been in Steam early access since 10 September 2026, so servers, regions and limits still change with patches. A test here separates what your line does from what the server does.
What this test sends: 30 packets per second of 250 bytes, matching WARDOGS rather than a generic ping. estimated
Bulkhead publishes no tick rate; 30 Hz is the figure reported for the official early-access servers.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Loss in a 100-player match shows up as players jumping and hits that do not register. Any red line during a minute of testing is worth following up. Several per minute will be visible in every fight.
At 30 Hz the server sends an update every 33 ms. Jitter above 15 ms means updates regularly land a tick late, which you see as stutter when many players move in the same area.
Official servers enforce a ping limit by region. If you are removed or cannot join, measure against the server closest to your region here. A high ping to a nearby server points to your provider's routing, not to distance.
What you see in game, and which number on this page explains it.
| What you see in WARDOGS | Look at | What it means |
|---|---|---|
| Removed from a match for ping | ping | Your ping exceeded the server's regional limit. |
| Players jump in the control zone | loss | Updates went missing; look for red lines at that moment. |
| Stutter when many players fight in one spot | jitter | Updates arrive unevenly when the server has the most to send. |
| Whole server lags at once | server | A clean chart here and a laggy match means server load or an attack, not your line. |
Most shooters put two teams against each other. WARDOGS puts three teams of up to 33 players around one control zone, and the fight concentrates there. The server has to tell your client about every player near you, and in WARDOGS that is most of the match, in the same few hundred metres.
The result is that the data your client receives peaks when the fight peaks. A line that copes with a quiet minute can drop packets in the zone. That is why players often describe the game as fine until the shooting starts.
Early access adds a second factor. Server capacity, regions and limits have changed with patches since launch, and the game has seen outages from load and DDoS attacks. When a match is bad, the first question is whether everyone suffered. A test here, running at the same time, answers it.
Community servers add a third variable. Admins choose the region, the ping limit and the hosting, so the same game can feel different from one server to the next. If one community server lags and an official one does not, while this chart stays clean, the cause is that server. Note the server name and try a few others before you blame your line.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: You are kicked for ping or matched into far servers.
There is no region lock, but the official servers enforce ping limits. Playing on another continent puts you close to that limit all the time. Choose servers in your own region, and on community servers check the ping limit the admin has set.
The Symptom: Everyone lags at the same moment.
Since launch the game has had server outages from load and DDoS attacks. If this test is clean while the whole match lags, the server is the cause. Check the official status channels before you change anything at home.
The Symptom: Loss comes in bursts every few minutes.
Regular bursts are typical for Wi-Fi. Run one test on a cable to rule it out; if the bursts disappear, the wireless link is the cause.
The Symptom: Ping climbs while someone streams or downloads.
A full router queue delays every game packet. Run the bufferbloat test; a grade of C or worse means the router needs SQM or QoS turned on.
Official servers enforce a ping limit per region. If your ping to the server is above it, you are removed. Play in your own region and measure here whether your ping to a nearby server is normal.
Bulkhead has not published one. 30 Hz is the figure reported for the official early-access servers. This test uses it and marks it as an estimate.
Run this test while you play. If the chart stays clean while the match lags for everyone, it is the server. Red lines or a jumping ping here point to your connection.
There are official servers in several regions plus community servers. Bulkhead has increased capacity in Asia since launch. Choose the closest region; there is no region lock, but there are ping limits.
See the tick rate and packet size of all 570 supported games →