Speed test Guides
Updated 23 September 2026
Online gaming uses far less bandwidth than people think. What ruins a match is almost always latency, how steady it is, and packet loss.
| Type of game | Speed used during play |
|---|---|
| Competitive shooter | 0.1 to 0.5 Mbps |
| Massively multiplayer role-playing | 0.1 to 0.5 Mbps |
| Racing, sports | 0.1 to 0.5 Mbps |
| Strategy | under 0.5 Mbps |
| Cloud gaming (the game runs remotely) | 15 to 35 Mbps |
Except in cloud gaming, a match uses less than a standard-definition video. A 20 Mbps plan is plenty for playing. Gigabit only downloads games faster — real enough, a 100 GB title lands in minutes instead of hours — but it changes nothing during play.
| Measurement | Target | Effect when poor |
|---|---|---|
| Ping | under 30 ms competitive, under 60 ms otherwise | Your actions land late |
| Jitter | under 10 ms | Characters teleport, hits don't register |
| Packet loss | 0% | Disconnects, rubber-banding |
| Free upload | a few Mbps spare | Drops as soon as something else starts |
A rock-steady 20 ms ping beats an average of 15 ms that regularly spikes to 200 ms.
ping -t 8.8.8.8, stopped with Ctrl+C, shows latency spikes live.If the ping is bad everywhere, over a cable, with nothing else running, the problem is your provider's. If the ping is fine everywhere except in one game, the problem is that game's server.
No, unless your line was saturated. Games use very little bandwidth: latency and its stability are what count, not the number of megabits.
It adds jitter and sometimes packet loss, even with a strong signal. In a competitive game the difference against a cable shows immediately.
Under 40 ms with low jitter, plus roughly 15 to 25 Mbps download for 1080p. Above 60 ms the lag between controller and picture becomes distracting.