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Rust Ping Test

Dedicated 30/60-tick Server Clusters Survival / PvP PC, PS5, Xbox Series X/S Target: <45ms
Rust Dedicated Servers
21 Worldwide Regions Monitored Official Datacentres in Asia, Europe, Americas, Oceania & Africa
READY TO PROBE REGIONS
Thresholds: 15ms - 45ms (Pro) | 45ms - 75ms (Playable)
REGION / LOCATION DATACENTRE HUB MIN PING AVG PING JITTER PACKET LOSS VERDICT
India (Mumbai)
Mumbai · ap-south-1
Testing...
ap-south-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
Singapore (SEA)
Singapore · ap-southeast-1
Testing...
ap-southeast-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
Indonesia (Jakarta)
Jakarta · ap-southeast-3
Testing...
ap-southeast-3 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
Hong Kong (East Asia)
Hong Kong · ap-east-1
Testing...
ap-east-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
Japan (Tokyo)
Tokyo · ap-northeast-1
Testing...
ap-northeast-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
South Korea (Seoul)
Seoul · ap-northeast-2
Testing...
ap-northeast-2 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
UAE (Dubai)
Dubai · me-central-1
Testing...
me-central-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
South Africa (Cape Town)
Cape Town · af-south-1
Testing...
af-south-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
Germany (Frankfurt)
Frankfurt · eu-central-1
Testing...
eu-central-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
United Kingdom (London)
London · eu-west-2
Testing...
eu-west-2 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
France (Paris)
Paris · eu-west-3
Testing...
eu-west-3 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
Ireland (Dublin)
Dublin · eu-west-1
Testing...
eu-west-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
Sweden (Stockholm)
Stockholm · eu-north-1
Testing...
eu-north-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
Italy (Milan)
Milan · eu-south-1
Testing...
eu-south-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
Spain (Madrid)
Madrid · eu-south-2
Testing...
eu-south-2 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
US East (Virginia)
Ashburn · us-east-1
Testing...
us-east-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
US East (Ohio)
Columbus · us-east-2
Testing...
us-east-2 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
US West (California)
San Jose · us-west-1
Testing...
us-west-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
US West (Oregon)
Portland · us-west-2
Testing...
us-west-2 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
Brazil (São Paulo)
São Paulo · sa-east-1
Testing...
sa-east-1 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
Australia (Sydney)
Sydney · ap-southeast-2
Testing...
ap-southeast-2 ··· ··· ··· 0% Queued
Min Ping ···
Jitter ···
Packet Loss 0%
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About Rust Server Infrastructure & Latency

In Rust, losing an encounter can cost you hundreds of hours of farmed sulfur, high-tier loot, and your primary base. Due to projectile travel time and recoil mechanics, a stable connection to Facepunch official and community servers is required to prevent projectile_invalid errors during combat.

Optimal Ping Thresholds for Rust

Because Rust operates on Dedicated 30/60-tick Server Clusters, network latency directly affects client-server reconciliation:

PRO / COMPETITIVE
15ms - 45ms
Instant hit registration, zero peeker's advantage, perfect for ranked competitive play.
PLAYABLE
45ms - 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 (Rust Latency)

What causes 'projectile_invalid' in Rust?

When your ping is high or fluctuating, your client registers a hit, but the server determines that the target was already dead or behind cover before your packet arrived, flagging it as projectile_invalid.

What is a good ping for Rust servers?

Any ping below 50ms provides crisp gunplay. If ping exceeds 90ms, projectile travel time increases noticeably and gives lower-ping defenders an advantage.