
Rocket League Ping Test
READY TO PROBE REGIONS
Thresholds: 15ms - 40ms (Pro) | 40ms - 75ms (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 Rocket League Server Infrastructure & Latency
Rocket League calculates real-time physics at 60Hz. Because every ball touch is calculated deterministically on Epic/Psyonix servers, high latency or packet loss produces ghost touches and rubberbanding in mid-air.
Optimal Ping Thresholds for Rocket League
Because Rocket League operates on 60Hz Server Physics Simulation, network latency directly affects client-server reconciliation:
PRO / COMPETITIVE
15ms - 40ms
Instant hit registration, zero peeker's advantage, perfect for ranked competitive play.
PLAYABLE
40ms - 75ms
Normal casual gameplay. You may feel minor delays against sub-20ms opponents.
UNFAVORABLE LAG
> 85ms
Severe disadvantage. Desync, ghost hits, rubberbanding, and delayed damage notifications.
Frequently Asked Questions (Rocket League Latency)
Why does Rocket League feel laggy on good ping?
In Rocket League, jitter and packet loss cause more problems than pure ping. Even on 30ms ping, a 5% packet loss rate will cause the ball to stutter and change trajectory erratically.