LEADERBOARD

Every measured game with its current #1 network, most-played first β€” built from in-game latency measured during players' own matches. Pick a game to compare its networks head-to-head, or open an ISP for its access types and results across games.

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
Every number here comes from a measurement tied to the server and network path the game actually used β€” when we can't be sure what a measurement really timed, we drop it rather than average it in (the methods). Relay% is the share of traffic that rode the game's own relay network, counted separately β€” never passed off as server latency.