About CheckPing
CheckPing exists because most latency tools give you one number and no context. A bare "38 ms" does not tell you whether that is good for the game you play, whether the number is stable, or what to change if it is not. This site tries to answer those questions instead: a measurement you can run in a second, and 71 guides explaining what the result means.
How the measurement really works
This is the part most tools are vague about, so we will be direct. A web page cannot send ICMP echo requests — the packets the ping command uses — because browsers deliberately deny pages that level of network access. No browser-based tool can do it, including ours, and any site claiming otherwise is describing something else.
What CheckPing does instead is time small HTTPS requests to cloud endpoints and measure the round trip. Each connection is warmed up first so that TCP and TLS handshake costs are not counted, then several samples are taken and the best ones kept. On the per-game pages, the endpoints are chosen in the cloud regions sitting physically closest to that title's server infrastructure.
The practical consequence: absolute values read a few milliseconds higher than a command-line ping or an in-game counter, because a browser request carries overhead a game client does not. What holds up well is everything comparative — which region is fastest for you, how stable your connection is, and whether a change you made helped. The method is identical across runs, so before-and-after testing is dependable.
Jitter is derived from the spread between samples, and the loss figure comes from requests that fail to complete in time. There is a longer treatment of all of this in ICMP vs HTTP ping and in the FAQ.
What is on the site
- The latency test — ping, jitter, packet loss, and a quality score, run from the homepage with no download and no account.
- 30 per-game pages — each one measures the regions that title actually runs servers in, and explains what latency does to that specific game. Start at game ping tests.
- 71 guides — diagnosis, hardware, connection technology, and the technical background behind netcode and latency. Grouped by topic on the blog.
- Reference pages — what ping is and how to lower it, written for people starting from zero.
How we write the guides
A latency guide is easy to write badly. The genre is full of articles that recycle the same ten tips, invent benchmark numbers nobody measured, and recommend whatever product pays best. We hold ourselves to a few rules to avoid that:
- No invented numbers. We do not publish statistics, benchmarks, or study citations we cannot stand behind. Where a figure is a typical range rather than a measurement, it says so.
- Myths get named as myths. Changing your DNS does not lower in-game latency. A VPN usually raises it. An expensive Cat8 cable does nothing for you at household distances. Saying so costs us affiliate revenue we do not take anyway.
- Realistic expectations. Where a fix helps we try to say roughly how much, and where the ceiling is physics — distance to the server — we say that too instead of implying everything is fixable.
- Corrections are published. When a reader shows us something is wrong, the article is updated and its modified date changes. Tell us at contact.
- No paid placements. We do not accept sponsored posts, guest articles, or paid links, and no product recommendation on this site has been bought.
Who runs it
CheckPing is an independent project run by a small team, not a company selling routers, VPNs, or internet plans. That independence is the reason we can tell you a fix does not work.
We are not affiliated with, endorsed by, or associated with any game publisher, internet provider, or hardware manufacturer mentioned on this site. Game names and logos belong to their respective owners and are used only to identify which title a page covers. The full statement is in our Terms of Use.
How the site is funded
CheckPing is free and supported by advertising. That means third-party services do receive data about your visit, and we would rather state it plainly than bury it: the test results themselves are computed in your browser and are not stored by us, but the site does serve ads through Google and does use analytics, including session recording, to understand how pages are used. Exactly who receives what — and how to opt out — is set out in the Privacy Policy.
Get in touch
Corrections, questions about a result, a game you would like added, or a privacy request — contact@checkping.io. The contact page explains what we can help with.