What your game or call actually needs

Pick a title to see the connection it needs, the settings that genuinely exist, and whether port forwarding is a waste of your time. Run a test and we grade your numbers against it.

Games

Calls and meetings

Valorant

128-tick servers, outbound UDP

About 25 seconds. Measures loss, jitter, latency under load and throughput, then fills in the table above.

Where these numbers come from

Two different things are on this page and we label which is which. Vendor thresholds are published by Microsoft, Zoom or Google and are linked to their source. They are deliberately generous: Microsoft only marks a Teams call "poor" above 500 ms round trip, 30 ms jitter or 10% packet loss, and says plainly that breaching those does not mean anyone noticed. Our targets are tighter, and they are ours, not the vendor's. They describe the connection where the thing feels good rather than the connection where it is officially broken. Game publishers mostly publish nothing at all, so every game target here is ours.

Why port forwarding is usually pointless

Almost every fix-your-lag guide tells you to forward ports. For matchmade games and hosted calls it does nothing. Your client opens the connection outbound, and your router remembers that and lets the replies back in. That is what NAT does. There is no inbound connection for a forwarding rule to catch. Forwarding matters when something outside needs to start a connection to you, which means a server you host yourself. If a guide tells you to forward ports for Valorant, it is repeating advice that stopped being true a console generation ago. The one thing worth checking is whether your network blocks the outbound UDP these titles need, which is what the port checker is for.

Measure your connection and this page grades your numbers against whatever you picked.

Run a packet loss test