LagScope — The Connection Test Built for Gamers
Speed test says fine, you still lag? 55 ms means nothing without the game — fine for Fortnite, dead for Valorant .
CALIBRATING…
Warming up the snitch — first real numbers in a few seconds.
MEASURING
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Latency — last 3 minutesauto · grows with data
3m<br>5m<br>10m<br>15m
latency<br>baseline<br>spike threshold<br>lagspike<br>no data
Ready for
✓ good<br>⚠ borderline<br>✗ risky
per-game readiness from your measured baseline, jitter & loss ⓘ
Weaponize this result — card, link, Discord, Reddit, X.
Download card<br>Copy image<br>Copy link<br>Ask your AI
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Challenge a friend — beat my score<br>Post your verdict in our Discord
Call out your ISP
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Stays live while this tab measures. Goes OFFLINE after 2 h idle — honesty is the brand.
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Latency now
—ms
round-trip time
Jitter
—ms
stability
Packet loss
—%
last 5 minutes
Lagspikes
this session
Uptime
—%
0 outages
baseline — · link: testing… · uptime — · 0 outages
Lagspike & outage log
Major+<br>All<br>Severe+<br>Clear
No crimes yet — spikes and outages land here when your ISP slips.
Do something with it
⇊Run bufferbloat stress test8 s of download saturation — is your router the hidden lag source?→<br>⬇Download ISP evidencetimestamped proof they can't wave away→<br>↗Share result cardyour score + verdict as an image — Discord, Reddit, X→<br>Join the Discordverdicts, outage alerts, help — discord.gg/C28Kq3qm7e→
Lagspikes per hour — last 12 h
Packet loss — last 10 min<br>failed-probe ratio
30 s buckets · GAME TRAFFIC = true UDP loss · STANDARD = failed-probe ratio (TCP hides some loss)
Last 24 hours<br>minor<br>major<br>severe / outage
spot patterns — e.g. congestion every evening
Bufferbloat stress test
8 s of download saturation while latency probes keep running; compares your latency<br>idle vs under load . A big jump means your router queues packets — lag whenever someone<br>downloads or streams. Uses ~10–30 MB.
Run stress test
Outages
no outages recorded
StartDurationStatus<br>no outages — connection has been up
ISP evidence
Everything recorded — lagspikes, outages, jitter, loss, uptime — bundled as proof<br>for your ISP. Print-friendly report in plain language; the CSV has every event with ISO timestamps.
Download ISP evidence<br>Export CSV<br>Create public proof link
Copy link
anonymized — metrics and ISP name only, no IP.<br>Anyone with the link can read it; deleted after 30 days.
Settings
Probe interval
250 ms — very sensitive<br>500 ms — gaming (default)<br>1000 ms — relaxed
how often latency is measured
Spike sensitivity
Gaming — spikes above ~+30 ms<br>Normal — ~+50 ms<br>Relaxed — ~+80 ms
how far above baseline counts as a spike (adapts to line noise)
Bandwidth test
every 10 s (~90 kbps avg)<br>every 20 s (~45 kbps avg)<br>every 60 s (~15 kbps avg)<br>off
64 KB download + 32 KB upload per test
Target server
measure to a different server (overrides node selection)
Measurement node
Auto — recommended<br>US — St. Louis<br>EU — France
Auto races every node at page load and uses the fastest.<br>Changing this clears measurements and restarts calibration.
Discord webhook alerts
Test
severe-spike & outage alerts to your Discord channel; nothing else leaves the browser
Alerts<br>beep on lagspike<br>reset history
Anonymous stats<br>Contribute anonymous stats<br>to the ISP leaderboard (ISP + country + metrics only — no IP, no tracking)
Stream overlay (OBS)
Copy URL
live RTT + readiness as a transparent widget — add as Browser Source, 360×130
What am I looking at?
Latency — round-trip time, you → server → you. Under 50 ms great, 50–100 fine, 150+ feels laggy. Hover the number for p95/p99 — a low median with a high p99 means a spiky line; gamers feel the tail, not the average.
Game traffic — header toggle: real UDP packets (WebRTC, 128 bytes at 30 Hz, no retransmission) instead of HTTP/TCP. This is how games actually talk, so latency and loss match in-game reality. Falls back to HTTP automatically if UDP can't get through.
Baseline — your normal latency (rolling median). Spikes are measured against it — the monitor adapts to your line.
Jitter — how much latency jumps between probes. Under 5 ms rock solid; 15–20+ ms stutters games and robotizes voice even at a good average ping.
Packet loss — probes that never came back. Above ~1% is noticeable in games (rubber-banding, teleporting).
Lagspike — latency above your baseline, sustained ≥0.5 s — shorter micro-bursts are absorbed by game netcode and never counted. Severity: minor (small jump), major (+60 ms), severe (+150 ms or sustained loss); bands scale up on high-baseline lines (satellite, fixed wireless). Duration counts only time actually above threshold — a one-probe blip shows as<br>Speed test says 500 Mbps but your game still lags?
Bandwidth and stability are two different things. A speed test measures how much data your line<br>can move in a few seconds — the size of the...