Free tool
Ping test: measure latency and jitter
This test measures the round-trip time between your browser and our server, and how much that time fluctuates. It makes visible what most speed tests do not show — stability.
Measure your connection
The test sends 20 small requests and takes a few seconds. For a more accurate result, stop large downloads first and use an Ethernet cable if you can.
Browsers cannot send ICMP, so the first leg is measured over HTTPS and reads a few ms above what the app reports. For the same reason real packet loss cannot be measured here: TCP and QUIC retransmit transparently, so loss shows up as a latency spike rather than a missing sample.
What exactly does this test measure?
Your browser sends very small, body-less requests to our server and records how long each one takes to return. That produces three figures: the median latency, the difference between consecutive samples (jitter), and how many requests were answered.
Median is used instead of mean because a single outlier skews an average easily. Jitter here is not standard deviation but the average difference between back-to-back samples — which is precisely what a player feels.
The first few samples are discarded. They carry the cost of DNS resolution and connection setup, so they do not represent the true round-trip time.
How should you read the results?
Judge the three figures together. Low latency alone does not mean a good connection; high jitter makes a game feel unstable despite a low average.
- Latency under 40 ms and jitter under 10 ms: very good.
- Latency under 90 ms and jitter under 20 ms: fine for competitive play.
- Jitter above 30 ms: an unsteady connection, felt even at low ping.
- Any unanswered requests: the connection may be briefly dropping.
A few rules for a meaningful measurement
What makes a measurement useful is repeatability. Run the test while a large download is going and you have only measured that download's effect.
Before testing, pause Steam and other store downloads, turn off cloud backup and close streaming software. Then measure once on Wi-Fi and once on an Ethernet cable and compare. The gap between them is your home network's contribution, directly.
Repeating the test during a busy evening hour and again during a quiet one is also worthwhile. Values that only degrade in the evening point at household usage or congestion along the path.
How the estimated game ping is calculated
The path has two parts. Your browser measures the first: the time from you to the Istanbul exit. The server side measures the second: a real ICMP ping from that exit to the game server. Added together, they estimate the path a ZeroLag route would take.
It is an estimate, not a guarantee. The first leg is measured over HTTPS, so it sits a few ms above the true figure — meaning the estimate errs conservative rather than optimistic. For an exact game ping, still use the game's own network readout.
Common questions about this ping test
- Does this ping test show my game ping?
- Not directly, but it estimates it. Your browser measures the time from you to the Istanbul exit, and the server side sends a real ICMP ping from that exit to the game server. Their sum is the estimate for a ZeroLag route, and it errs on the conservative side.
- What is a good jitter value?
- As a rough scale, under 10 ms is very good, under 20 ms is fine for competitive play, and above 30 ms counts as unsteady. High jitter makes a game feel restless even when the average ping is low.
- Why do the results change every time?
- Network conditions are momentary: household usage, the Wi-Fi environment and congestion along the path all shift constantly. So judge by several measurements taken at different hours rather than a single one.
- Is my test data stored?
- No. The measurement runs entirely in your browser and results are held in memory only while the page is open. The requests carry no body and no identifying information.