Network ranking
PUBG: Battlegrounds
Estimate — add ~10–30 ms
Fastest ISP
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Typical ping
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Networks
0
Sessions
0
Regions
0
PUBG: Battlegrounds servers do not answer pings, so we measure
to the last router before them. Your real in-game ping runs about
10–30 ms higher than the numbers on this page — the
+ marks it.
How we measure this ›
How to read these numbers: trusted measurements only · relayed matches counted separately · a row needs 5 players · numbers read 10–30 ms below in-game ping
Only measurements we can vouch for. Every number above comes
from a measurement tied to the server and network path your game actually
used. When we can't be sure what a measurement really timed, it is
dropped — never averaged in.
What the methods are ›
Relayed matches aren't counted as ping. Some games route
matches through their own relay servers (Valve's SDR, for example). Timing
a relay says nothing about your ISP's route to the game server, so relayed
traffic gets its own column instead of inflating the ping.
How relays work ›
Last-hop estimates. PUBG: Battlegrounds 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 ›
Five players before a row appears. Every network or city row is
published only after five separate installations
report it. With fewer, one player's connection would dominate the number
and could identify them. Locations are worked out as a session arrives;
the address itself is never stored.
PUBG: Battlegrounds
no 🇺🇸 US sessions yet
— the board shows worldwide results. download the app
and put 🇺🇸 US on the board
Where it's played
cities with enough players to publish| city | source region | p50 | p95 | jitter | loss | players | sessions |
|---|---|---|---|---|---|---|---|
| no city rows yet — a city appears once five different players there have submitted sessions | |||||||
Locations are worked out from the connection as a session arrives; the address itself is never stored. Includes GeoLite2 data created by MaxMind, available from maxmind.com.