Hunt: Showdown 1896 ping test
Test Hunt: Showdown 1896 game latency.
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Measured from your browser to our probes. Use the result to compare regional directions, then confirm the final choice in your game client. How we testWe time small datagrams echoed by each PartyPing probe over WebTransport. WebTransport carries them over QUIC/UDP, which is closer to real-time game traffic than an ordinary page request, but it is not the same protocol or route as the game itself.Each region gets dozens of packets, not one or two. That makes the test take a little longer, but one unlucky spike or dropped packet can no longer skew the result.Probes sit in the same regions as the game servers, not on the same machines, and every game decides for itself what it folds into the number it prints — so the two land close rather than identical. Which region comes out ahead here is the part that carries over.
- TokyoAsia Pacific NortheastNot tested
- VirginiaUS EastNot tested
- FrankfurtEurope CentralNot tested
- OregonUS WestNot tested
- São PauloSouth America EastNot tested
- SydneyAsia Pacific SoutheastNot tested
About Hunt: Showdown 1896
What ping is good for Hunt: Showdown 1896?
For Hunt: Showdown 1896 we treat anything under 40 ms as great and under 60 ms as playable. Past 100 ms, the delay is likely to be noticeable during real-time play.
| Verdict | Median latency | How it plays |
|---|---|---|
| Competitive | < 20 ms | sound-led peeks, weapon swaps, revives, and bounty extraction respond almost immediately; latency stays out of the decision. |
| Great | 20 – 40 ms | sound-led peeks, weapon swaps, revives, and bounty extraction stay smooth, with little need to anticipate the connection. |
| Playable | 40 – 60 ms | sound-led peeks, weapon swaps, revives, and bounty extraction remain workable, but tight timing starts to need more anticipation. |
| Laggy | 60 – 100 ms | The delay is clear during sound-led peeks, weapon swaps, revives, and bounty extraction, and chained inputs can fall behind. |
| Unplayable | ≥ 100 ms | sound-led peeks, weapon swaps, revives, and bounty extraction respond too late for a reliable session; choose a nearer route if available. |
Packet loss and jitter can only pull a verdict down, never push it up. A line that is fast but drops packets will not be shown as competitive, because in game that reads as a rubber-band or a swallowed input.
These thresholds are PartyPing's own engineering standard for Hunt: Showdown 1896, not an official rating from the publisher.
Which regional directions can PartyPing compare for Hunt: Showdown 1896?
US East · US West · Europe · Asia · South America · Oceania
The list above shows the PartyPing probe directions measured on this page. Compare their latency, variation, and packet loss to decide which region is worth checking first in Hunt: Showdown 1896; the game's match server, data center, custom server, or player host may use a different route.
How are the good and bad thresholds defined?
The Hunt: Showdown 1896 verdict uses your median latency. Its boundaries are selected for this game's timing demands and any usable published guidance, rather than copied from one universal scale.
For Hunt: Showdown 1896, these thresholds reflect how latency affects sound-led peeks, weapon swaps, revives, and bounty extraction. They describe this game's real timing demands rather than applying a shooter-only rule to every genre.
What is a good ping for Hunt: Showdown 1896?
Crytek has not published permanent good-ping grades. PartyPing uses engineering guidance for this tactical extraction shooter: under 20 ms is S, 20–39 A, 40–59 B, 60–99 C, and 100 ms or more D. Stability and packet loss can still make a low average feel poor.
Is 125 or 140 ms the current Hunt ping limit?
Do not treat either number as a current universal limit. Crytek tested 125 ms and discussed 140 ms in March 2025, disabled that trial in April 2025, and said in June 2026 that a more robust system was still being built.
Does PartyPing measure the actual Hunt match server?
No. It measures browser-to-PartyPing probes in comparable regional directions. Use the result to compare routes, then confirm the region and symptoms in Hunt; Russia is listed as unsupported because PartyPing has no Russian probe.
Blog
Practical guides on latency, packet loss and choosing a server region.
Hunt: Showdown 1896 High Ping: Server Regions, Rubberbanding, and Fair Fights
Diagnose Hunt: Showdown 1896 high ping, unstable hit feedback, rubberbanding, and server-region routes without mistaking an old ping experiment for a current limit.
How to Pick the Best Server Region for a Whole Group (in 5 Minutes)
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Why Is My Game Lagging? 3 Steps to Find the Real Cause
Before you blame your router, compare latency across regions. Three steps to tell whether game lag comes from your own network or the wrong server region — and what to do about each.
Ping, Packet Loss and Jitter: How Much Packet Loss Is Normal?
Low ping doesn't mean no lag. What ping, packet loss and jitter each do to your game, how much packet loss is actually normal, and how to read all three together.
Are Ping Test Results Accurate? Why Tools Disagree on the Same Server
Two tools, one server, different numbers. How packet pacing, retest triggers, medians vs ranges and outlier trimming decide whether a latency result can be trusted.
Speed Test Fast but Games Still Lag? What It Never Measured
A 500 Mbps result says nothing about your game. Why speed tests miss the path your game actually uses, and what to measure instead — region by region.