
Sea of Thieves Ping Test
READY TO PROBE REGIONS
Thresholds: 15ms - 45ms (Pro) | 45ms - 80ms (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 Sea of Thieves Server Infrastructure & Latency
Sea of Thieves features shared-world naval combat where accurate cannon ballistics, harpoon turns, and cutlass duels determine who walks away with the Chest of Fortune. Check server latency across North American, European, and Australian Azure datacentres.
Optimal Ping Thresholds for Sea of Thieves
Because Sea of Thieves operates on Rare Microsoft Azure Cloud Mesh, 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 - 80ms
Normal casual gameplay. You may feel minor delays against sub-20ms opponents.
UNFAVORABLE LAG
> 95ms
Severe disadvantage. Desync, ghost hits, rubberbanding, and delayed damage notifications.
Frequently Asked Questions (Sea of Thieves Latency)
What is good ping for Sea of Thieves?
A ping below 50ms ensures smooth ship steering and reliable cannon hitmarkers. Over 90ms will cause noticeable 'hitreg' failures in sniper and blunderbuss gunfights.