Frankfurt, DE (Auto)

The Finals Ping Test

The Finals runs a shooter inside buildings you can collapse, and all of that destruction is arbitrated by the server rather than faked on your machine. Walls, floors, gas canisters, and falling debris are shared world state that has to reach every player in the match. This test measures your round-trip time to the cloud regions closest to Embark's hosting, so you can see which region keeps that world in sync for you.

Select a game
0ms
READY
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Frankfurt
Europe
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Ireland
Europe
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🇺🇸
Virginia
North America
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Oregon
North America
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São Paulo
South America
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Singapore
Asia
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Tokyo
Asia
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Sydney
Oceania
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Lower = better. The number is the real HTTPS round-trip from your browser to that region; your in-game ping will read a bit lower.

Regions we test for The Finals

These are the 8 regions where The Finals players are typically served, ordered roughly west to east. Run the test above to rank them by your own latency.

  • Frankfurt

    Europe

  • Ireland

    Europe

  • Virginia

    North America

  • Oregon

    North America

  • São Paulo

    South America

  • Singapore

    Asia

  • Tokyo

    Asia

  • Sydney

    Oceania

What counts as good ping in The Finals?

PingVerdictWhat it feels like
Under 30 msTournament-readyDestruction, cashout steals, and close-range duels resolve the way your screen shows them. The band for serious Ranked and World Tour play.
30–60 msComfortableNo practical handicap in any mode. Only a much lower-ping opponent swinging a corner will beat you on information alone.
60–100 msCasual-friendlyQuick Cash and Bank It stay enjoyable, but collapsing floors and contested cashouts start reaching you a visible beat late.
Over 100 msSwitch regionsDebris damage and steals arrive before your client shows them. Pick a closer region rather than blaming your aim or your settings.

Destructible world state is a bigger networking problem

In a static-map shooter the geometry never changes, so the server mainly tracks players, projectiles, and a short list of dynamic objects. Every client already agrees on where the walls are. The Finals throws that assumption out: floors give way, stairwells disappear, and a tower can end a round lying on its side. All of it is server-authoritative physics, which means the arena itself is constantly changing state that has to be replicated to everyone in the match at the same time.

That changes what lag feels like. High latency in a static shooter mostly costs you duels; in The Finals it can also mean running onto a floor your client still thinks is there, taking damage from debris you never saw fall, or planting on a cashout that has already been carried away. Packet loss is worse still, because a dropped update about the world can leave your view of the map genuinely wrong until the next correction snaps things — and you — back into place.

Region selection, queue health, and tournament runs

The Finals lets you choose a server region rather than assigning one silently, and that choice applies to everything you queue for that session. Test first and note your two fastest regions: if they land within roughly 15 ms of each other, take the one with the healthier population at the hours you play. A slightly higher ping in a full lobby beats a long queue and a lopsided match every time, particularly outside peak evenings in smaller regions like South America or Oceania.

Tournament modes raise the stakes on that decision. A Ranked or World Tour run is a multi-round commitment, so the region you casually picked for a Quick Cash session follows you through every match of the bracket, including a final where two teams contest the same cashout in a half-demolished building. That is the worst possible moment to discover your route is marginal. Pick the region before the tournament starts, not after you have been eliminated by a steal you never saw coming.

Network lag or frame-time collapse? Players confuse them constantly

When a building comes down and the game turns into a slideshow, most players call it lag. Usually it is not. Rendering and simulating a collapse locally is expensive, and if your GPU or CPU cannot keep up, your frame time spikes while your network connection stays perfectly healthy. The tell is that it happens at exactly the moments of heavy destruction, it affects your mouse feel and even menus, and your ping readout stays flat while the frame rate falls off a cliff.

A genuine network problem looks different. Other players teleport or slide, your shots stop registering, doors and objectives respond a beat late, and the jitter figure for your region in this test is high or unstable — while your frame rate stays where it always is. The two also stack: a stuttering client on a marginal connection feels catastrophic. Diagnose them separately. Lower your settings for the first, and change region or fix your route for the second.

How we measure this

Browsers can't send the ICMP or UDP packets games use, so this tool measures the warm HTTPS round-trip time from your device to the cloud region closest to each of The Finals's server locations — a reliable proxy for the latency you'll experience, not a direct ping to The Finals's game servers. We warm up each connection first so TCP/TLS handshakes aren't counted, then keep the best of several samples. Absolute values can read slightly higher than in-game ping; the ranking of regions from fastest to slowest is what you should rely on.

The Finals ping FAQ

Will The Finals report the same ping as this test?

Close, but not identical, and we will not claim otherwise. A browser cannot send the game's own network traffic, so we measure warm HTTPS round-trip time to the cloud region nearest each of Embark's hosting geographies. That is a reliable proxy for the latency you will actually feel, not a direct ping to the match servers. Trust the ordering of regions; treat the exact millisecond figure as a baseline.

Which region should I select in The Finals?

The one this test ranks fastest for you, with queue health as the tiebreaker. If two regions sit within about 15 ms, pick the busier one at your usual play time — full lobbies and balanced matches are worth a few milliseconds. Set it before starting a tournament, since the choice carries through the whole bracket.

Why does packet loss feel so much worse here than in other shooters?

Because the map is not fixed. In a static-map game a lost packet mostly means a player's position updates late. In The Finals it can also mean you missed an update about the world itself, so your client keeps showing a floor, a wall, or a cashout that no longer exists until the correction arrives. That is why small amounts of loss produce such disorienting moments.

My game stutters when buildings collapse. Is that my ping?

Usually not. If your ping and jitter stay flat while frame rate drops during destruction, that is your GPU or CPU struggling with the simulation, and lowering settings helps more than any network change. If instead other players teleport, shots fail to register, and jitter for your region is high in this test, the problem is the connection.

Guides that help with The Finals latency

The problems The Finals players run into most, explained in depth.

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