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
| Metric | Optimal | Good | Playable max | No-go |
|---|---|---|---|---|
| Ping | ≤ 30 ms | ≤ 50 ms | ≤ 100 ms | > 150 ms |
| Jitter | ≤ 3 ms | ≤ 10 ms | ≤ 20 ms | > 40 ms |
| Packet loss | 0% | ≤ 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.