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 |
|---|
Fully aimed, dead centre, and the shell goes somewhere else entirely?
World of Tanks is the rare game that shows you its own network disagreement on screen. Press CapsLock + 0 in a battle and a second, blue reticle appears: the server reticle, which shows where the server currently thinks your gun is pointing. Your shell is resolved against that one, not against the white client reticle. When your connection is unstable, the blue reticle trails, snaps or jumps - and that visible gap is your packet loss and jitter made literal.
What this test sends: 30 packets per second of 150 bytes, matching World of Tanks rather than a generic ping. estimated
Wargaming publishes no tick rate; the server-side aim reticle implies a fixed server authority but no published figure.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Loss is what makes the server reticle jump instead of following your aim. Every dropped packet is an aim update the server never received, so it keeps resolving shells against a gun position you left a moment ago.
Jitter is why the blue reticle trails unevenly behind the white one. Since the shell uses the server's version, shooting while the two disagree is a coin flip regardless of how well you aimed.
Under 60 ms keeps the two reticles close enough to ignore. Above 100 ms you must wait for them to converge before every shot, which is a real handicap in a brawl.
What you see in game, and which number on this page explains it.
| What you see in World of Tanks | Look at | What it means |
|---|---|---|
| Blue reticle jumps rather than trails | loss | Aim updates were dropped; the server kept the last position it received. |
| Blue reticle lags behind the white one | ping | Normal at any latency, but the gap grows with it. Wait for them to converge. |
| Aimed shots scatter | jitter | The two reticles disagree at the moment of firing, and the shell uses the server's. |
| Tank snaps back after a turn | loss | Movement packets were lost and the server corrected your position in one step. |
Most games hide the disagreement between what your client believes and what the server has recorded. World of Tanks draws it. Press CapsLock + 0 during a battle and a second, blue reticle appears alongside your normal one: the server reticle, showing the gun position the server currently holds on record. Your shell is resolved against that one. The white reticle is a local prediction.
Once you know that, a whole class of complaints becomes diagnosable. A fully aimed shot that scatters wildly was almost always fired while the two reticles disagreed - and every movement of your aim has to reach the server and be executed there, so the server version always trails slightly no matter how good your connection is. What separates a good connection from a bad one is not whether it trails, but whether it trails smoothly or snaps.
Smooth trailing is latency: predictable, and something you play around by waiting a beat before firing. Snapping and jumping is packet loss: the server received nothing for a while and then received everything at once. That is the pattern to look for on screen, and the red lines on this chart are the same event measured from outside the game.
Because World of Tanks is fully server-authoritative for aiming, there is no client-side compensation to fall back on. This makes it one of the clearest games in which to demonstrate why packet loss matters more than a headline ping number: a stable 90 ms produces a reticle you can work with, and an unstable 40 ms produces one you cannot.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Aimed shots miss a stationary target.
Press CapsLock + 0 to display the blue server reticle. If it lags visibly behind your aim, wait for the two to line up before firing. It also tells you instantly whether a bad battle was network-related.
The Symptom: The server reticle snaps rather than trails.
Snapping means packets arrived in a clump after a gap, which is what a wireless retry looks like. A cable is the direct fix.
The Symptom: Consistently high ping.
The launcher lets you pick a cluster within your region. The nearest one is not always the default, and this test shows what your line is actually capable of reaching.
The Symptom: Ping climbs during the evening.
A steadily rising ping with no loss is queueing in your own router. QoS keeps the game's small packets ahead of bulk downloads.
A second, blue reticle showing where the server believes your gun is pointing. Press CapsLock + 0 to display it. Shells are resolved against it, not against your client reticle.
Because the server used a gun position that was out of date when the shell was fired. Watching the server reticle shows the gap directly, and packet loss on this chart explains where it came from.
Wargaming does not publish one. This test sends 30 packets per second and labels that as an estimate.
Rubber-banding is packet loss, not ping. A high but steady ping delays your tank consistently; lost movement packets make the server snap you back to its last known position.