Racing · Psyonix (Epic)

What is a good ping for Rocket League?

A good ping for Rocket League (Racing) is under 50 ms, and under 30 ms is optimal. 100 ms is the highest still-playable ping; beyond about 150 ms Rocket League becomes frustrating. The table below is the exact ping, jitter and packet-loss bands Rocket League is graded against.

Good ping, jitter & packet loss for Rocket League

MetricOptimalGoodPlayable maxNo-go
Ping30 ms50 ms100 ms> 150 ms
Jitter3 ms10 ms20 ms> 40 ms
Packet loss0%0.3%1%> 3%

Tiny bandwidth; latency consistency drives smooth interpolation.

How FRAGRATE measures this

FRAGRATE measures ping and jitter as a TCP-handshake to a public endpoint in each game region, packet loss via UDP/WebRTC, and bufferbloat as the latency added while your line is saturated. Run it locally for true per-region game-server ping, or use the hosted browser test for ping, loss and bufferbloat.

FAQ

What is a good ping for Rocket League?
Aim for under 50 ms; under 30 ms is optimal for Rocket League. Up to 100 ms is the playable ceiling, and above about 150 ms Rocket League feels laggy.
Does jitter matter for Rocket League?
Yes — keep jitter under 10 ms for Rocket League (Racing). Above 40 ms you get inconsistent hit registration and rubber-banding even when average ping looks fine.
How much packet loss can Rocket League tolerate?
Keep packet loss under 0.3%. Between 0.3% and 1% is borderline; above 3% Rocket League is effectively unplayable.
Why does Rocket League lag when someone else is streaming?
That's bufferbloat — latency that piles up when your connection is saturated. A fast line can still spike to hundreds of ms under load, so Rocket League stutters mid-fight. FRAGRATE measures latency-under-load to catch it.

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