Network ranking
Battlefield 6
Last-hop estimate
Fastest ISP
SPINTEL-AS-AP Spintel Pty Ltd 12.3 ms
Median p50
12.3 ms
Networks
1
Sessions
1
Regions
1
Headline latency uses clean methods only · relay traffic shown separately · rows appear at ≥5 nodes · numbers are last-hop estimates
Clean methods only. Headline numbers use direct, protocol and
tcp-estats segments. Mixed segments are never averaged into the ping.
Relay is separate. The relay column is the share of traffic
routed through the game's own relays (Valve SDR and similar) — reported on
its own, never passed off as server latency.
Last-hop estimates. Battlefield 6 servers ignore direct pings, so we
can't time one straight to them. Instead we measure to the last router that
answers on the way there — the final stop before the server, almost always
right beside it. Real in-game ping runs a little higher (often
10–30 ms), so these are estimates, but the routing and peering that
differ between ISPs are fully captured — keeping it a fair like-for-like
comparison. How last-hop works ›
Privacy threshold. Every row — network, city, access type — is
published only after at least five distinct installations report it.
Locations are derived at ingest; the address itself is never stored.
Battlefield 6
Where it's played
cities with enough nodes to publish| city | source region | p50 | p95 | jitter | loss | nodes | sessions |
|---|---|---|---|---|---|---|---|
| no city rows yet — a city appears once five distinct nodes there have submitted sessions | |||||||
GeoIP-derived at ingest; the address itself is never stored. Includes GeoLite2 data created by MaxMind, available from maxmind.com.
Access technologies seen
how Battlefield 6 players on these networks reach the internet| network | classification | confidence | nodes | sessions | ipv6 available |
|---|---|---|---|---|---|
| no access rows yet — rows appear once five distinct nodes report the same classification | |||||