Racing · Psyonix (Epic)

Rocket League Packet Loss Test

Packet loss is the top cause of Rocket League lag spikes, missed hit-registration and rubber-banding. Rocket League stays smooth under 0.3% loss; 1% is borderline and above 3% it's effectively unplayable. Test your real UDP loss and bufferbloat below, then work through the fixes.

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 to fix Rocket League packet loss

  1. 1. Use a wired Ethernet connection

    Wi-Fi is the most common source of packet loss and jitter. A cable to the router removes interference and is the single biggest fix for most Rocket League players.

  2. 2. Enable SQM / QoS on your router

    Smart Queue Management (fq_codel / CAKE) crushes bufferbloat — the lag that appears when the line is busy. Many routers expose this as "QoS" or "anti-bufferbloat".

  3. 3. Pick the nearest server region

    Switch Rocket League to the closest region. A nearer datacenter means lower ping and fewer drops; see the region list on the Rocket League ping test.

  4. 4. Restart the gateway and rule out the line

    Power-cycle the modem/router. If loss persists on Ethernet across servers, the problem is upstream — contact your ISP with the measured loss figures.

Rocket League regions FRAGRATE checks

  • NA East · Virginia
  • NA Central · Ohio / Chicago
  • NA West · Oregon
  • EU West · London
  • EU Central · Frankfurt
  • Asia SE · Singapore
  • Asia East · Tokyo
  • Korea · Seoul
  • Oceania · Sydney
  • SA East · São Paulo

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

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.
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.
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.

More for Rocket League

Run the live Rocket League test →