Network ranking

Rocket League

Dedicated servers
Fastest ISP
SPINTEL-AS-AP Spintel Pty Ltd 12.0 ms
Typical ping
14.2 ms
Networks
2
Sessions
34
Regions
1
How to read these numbers: trusted measurements only · relayed matches counted separately · a row needs 5 players
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 ›
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.
Rocket League
no 🇺🇸 US sessions yet — the board shows worldwide results. download the app and put 🇺🇸 US on the board
# network source regionwhere this network's players connect from — 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 — 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 12.0 ms 12.7 ms 1.5 ms 0.0% 0% 7
2 TPG-INTERNET-AP TPG Telecom Limited 🇦🇺 AU all 16.3 ms 17.0 ms 1.0 ms 0.0% 0% 27

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.