
Roblox Ping Test
READY TO PROBE REGIONS
Thresholds: 20ms - 50ms (Pro) | 50ms - 90ms (Playable)
| REGION / LOCATION | DATACENTRE HUB | MIN PING | AVG PING | JITTER | PACKET LOSS | VERDICT |
|---|---|---|---|---|---|---|
|
India (Mumbai)
Mumbai · ap-south-1
|
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|
Singapore (SEA)
Singapore · ap-southeast-1
|
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|
Indonesia (Jakarta)
Jakarta · ap-southeast-3
|
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|
Hong Kong (East Asia)
Hong Kong · ap-east-1
|
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|
Japan (Tokyo)
Tokyo · ap-northeast-1
|
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|
South Korea (Seoul)
Seoul · ap-northeast-2
|
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|
UAE (Dubai)
Dubai · me-central-1
|
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|
South Africa (Cape Town)
Cape Town · af-south-1
|
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|
Germany (Frankfurt)
Frankfurt · eu-central-1
|
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|
United Kingdom (London)
London · eu-west-2
|
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|
France (Paris)
Paris · eu-west-3
|
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|
Ireland (Dublin)
Dublin · eu-west-1
|
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|
Sweden (Stockholm)
Stockholm · eu-north-1
|
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|
Italy (Milan)
Milan · eu-south-1
|
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|
Spain (Madrid)
Madrid · eu-south-2
|
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|
US East (Virginia)
Ashburn · us-east-1
|
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|
US East (Ohio)
Columbus · us-east-2
|
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|
US West (California)
San Jose · us-west-1
|
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|
US West (Oregon)
Portland · us-west-2
|
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|
Brazil (São Paulo)
São Paulo · sa-east-1
|
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|
Australia (Sydney)
Sydney · ap-southeast-2
|
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About Roblox Server Infrastructure & Latency
Roblox hosts hundreds of thousands of concurrent player experiences from Blox Fruits to Brookhaven. Having a low-latency connection prevents avatar desync, jump delays, and combat lag in competitive Roblox games.
Optimal Ping Thresholds for Roblox
Because Roblox operates on 60Hz Distributed Cloud Engine, network latency directly affects client-server reconciliation:
PRO / COMPETITIVE
20ms - 50ms
Instant hit registration, zero peeker's advantage, perfect for ranked competitive play.
PLAYABLE
50ms - 90ms
Normal casual gameplay. You may feel minor delays against sub-20ms opponents.
UNFAVORABLE LAG
> 110ms
Severe disadvantage. Desync, ghost hits, rubberbanding, and delayed damage notifications.
Frequently Asked Questions (Roblox Latency)
How to check your ping in Roblox?
Press Shift + F5 on PC to view detailed diagnostic stats including current ping (network receive rate), framerate, and memory usage.