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
# network source regionwhere this network's players connect from — the country the ISP's addresses are registered in. Derived on the server from the submitting connection; the address itself is never stored. Not the game server's location — that's the dest region. more → dest regionthe game server's region these numbers are measured to — GeoIP of the server endpoint. "all" blends every region this network's players reached; pick one with the destination filter to compare networks like-for-like. more → 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 — lower is better. more → 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 → jitterhow much the ping wobbles from moment to moment. A steady connection feels smoother than a fast but jumpy one — high jitter is what makes a game feel stuttery. more → 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 → 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 — never mixed into the ping numbers. more → sessionshow many recorded play sessions this row is built from. More sessions means more players backing the numbers — and more trustworthy rankings. more →
1 SPINTEL-AS-AP Spintel Pty Ltd 🇦🇺 AU all 12.3 ms 12.3 ms 2.8 ms 0.0% 0% 1

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