Crowdsourced Β· real-time

Which network gives you the best ping for the games you play?

PingRank measures real match traffic from players' own machines and ranks ISPs by in-game latency β€” per game, per region.

Install the app, play a match, and put your ISP on the board.

34sessions
14405samples
1games ranked
2networks
1regions
top network per gameLive all games →
no πŸ‡ΊπŸ‡Έ US sessions yet β€” the board shows worldwide results. download the app and put πŸ‡ΊπŸ‡Έ US on the board
game #1 network source regionwhere this network's players connect from β€” the country the ISP's addresses are registered in. Worked out on the server from the submitting connection; the address itself is never stored. Not the game server's location β€” that's the dest region. more β†’ p50the typical ping: half of all measured pings were faster than this, half slower. This is what the game feels like most of the time β€” lower is better. more β†’ p95the rough-moment ping: 19 of every 20 pings were faster than this. When p95 sits far above p50, the connection is fine most of the time but has lag spikes. more β†’ jitterhow much the ping wobbles from moment to moment. A steady connection feels smoother than a fast but jumpy one β€” high jitter is what makes a game feel stuttery. more β†’ lossthe share of data packets that never arrived and had to be resent or skipped. Even 1–2% can cause rubber-banding and shots that don't register. more β†’ relaythe share of traffic that travelled through the game's own relay servers (a middleman, like Valve's network) instead of straight to the game server. Counted separately β€” never mixed into the ping numbers. more β†’ sessionstotal recorded play sessions for this game across all measured networks β€” the most-played games rank first. more β†’
Rocket League SPINTEL-AS-AP Spintel Pty Ltd πŸ‡¦πŸ‡Ί AU 12.0 ms 12.7 ms 1.5 ms 0.0% 0% 34
The most-played games and the network with the best in-game latency for each, from player-submitted sessions. Open the full leaderboard →

How the ranking is built

your machine does the measuring β€” you share only group results
01 Β· DETECT

Play like normal

The app spots a running game and finds its servers from the connection tables Windows already keeps β€” it never touches the game process.

02 Β· MEASURE

Measure the match

Every 10 s the app samples latency, jitter and loss against the same servers your packets travel to.

03 Β· RANK

Share group results

We publish only group results β€” one ISP, one game, many players. Exact addresses are never stored.