
60 ms ping is an average connection for online gaming. You can play everything, but it's slower than ideal for competitive shooters.
60 ms often means you are connected to a server in another country, are on Wi-Fi, or your ISP takes a long route to the data centre.
Here’s what 60 ms means in each game. “Updates” is how many server ticks pass during one round trip at 60 ms, based on commonly reported tick rates. The fewer updates you’re behind, the closer the server’s view of the game is to yours.
| Game | Server tick rate · updates per round trip | Ideal ping | At 60 ms |
|---|---|---|---|
| Valorant (Competitive FPS) | 128 Hz · 7.7 updates | Under 30 ms | Playable |
| Counter-Strike 2 (Competitive FPS) | 64 Hz · 3.8 updates | Under 30 ms | Playable |
| Rainbow Six Siege (Tactical FPS) | 64 Hz · 3.8 updates | Under 40 ms | Playable |
| Overwatch 2 (Hero shooter) | 64 Hz · 3.8 updates | Under 40 ms | Playable |
| Fortnite (Battle royale) | 30 Hz · 1.8 updates | Under 50 ms | Playable |
| Apex Legends (Battle royale) | 20 Hz · 1.2 updates | Under 50 ms | Playable |
| Warzone (Battle royale) | 20 Hz · 1.2 updates | Under 50 ms | Playable |
| League of Legends (MOBA) | 30 Hz · 1.8 updates | Under 50 ms | Playable |
| Rocket League (Sports) | 60 Hz · 3.6 updates | Under 40 ms | Playable |
| FC 26 (Sports) | Not published | Under 50 ms | Playable |
| Helldivers 2 (Co-op) | Not published | Under 80 ms | Great |
| GTA Online (Open world) | Not published | Under 80 ms | Great |
| Roblox (Sandbox) | Not published | Under 80 ms | Great |
60 ms is almost nine frames at 144 fps. In shooters you may notice being hit just after moving behind cover, because the server saw you a moment earlier than your screen showed. In MOBAs, ability timing feels slightly delayed. In MMOs, co-op games and open world games like GTA Online, 60 ms plays completely fine.
| Monitor refresh | 60 ms equals |
|---|---|
| 60 fps (16.7 ms per frame) | 3.6 frames |
| 120 fps (8.3 ms per frame) | 7.2 frames |
| 144 fps (6.9 ms per frame) | 8.6 frames |
| 240 fps (4.2 ms per frame) | 14.4 frames |
Ping is a round trip. Your action takes roughly half of it, about 30 ms, to reach the server. Against an opponent on 10 ms, you are about 25 ms behind each way, or 3.6 frames at 144 fps.
Light in fibre covers about 200 km per millisecond, so a round trip of 60 ms limits the server to about 6,000 km away in a perfect straight line. Real routes are longer and pass through routers, so in practice 60 ms usually means a server within about 3,562 km.
| Route | Distance | Typical ping |
|---|---|---|
| Virginia to Seattle | 3,695 km | about 67 ms |
| Chicago to Los Angeles | 2,804 km | about 52 ms |
| New York to Los Angeles | 3,935 km | about 68 ms |
Typical ping is the commonly observed round trip between these cities. Undersea cables and routing make some long routes faster or slower than distance alone suggests.
| Connection | Typical ping to a nearby server | Can it reach 60 ms? |
|---|---|---|
| Fibre (FTTH) | 3–15 ms | Yes, usually lower than this |
| Cable | 10–30 ms | Yes, usually lower than this |
| DSL / VDSL | 15–45 ms | Yes, usually lower than this |
| 5G home internet | 20–50 ms | Yes, usually lower than this |
| 4G mobile | 30–70 ms | Typical result |
| Starlink | 25–60 ms | Typical result |
| Geostationary satellite | 550–700 ms | Rarely this low |
A steady 60 ms feels very different from a 60 ms that keeps jumping around or drops packets. Here’s how 60 ms feels with different jitter and packet loss.
| 0% loss | 1% loss | 3% loss | |
|---|---|---|---|
| Jitter 3 ms | Good | Noticeable lag | Laggy |
| Jitter 15 ms | Noticeable lag | Noticeable lag | Laggy |
| Jitter 35 ms | Noticeable lag | Laggy | Unplayable for fast games |
If your ping looks fine but games still lag, run a 60 second packet loss test and a bufferbloat test.
| Ping | Rating | Difference |
|---|---|---|
| Is 40 ms ping good? | Good | -20 ms vs 60 ms |
| Is 50 ms ping good? | Good | -10 ms vs 60 ms |
| Is 80 ms ping good? | Playable | +20 ms vs 60 ms |
| Is 100 ms ping good? | Borderline | +40 ms vs 60 ms |
See every value side by side in the ping chart from 1 to 150 ms, or test your own ping.
It’s playable but not ideal. Riot’s stated goal is under 35 ms for most players, so at 60 ms you will lose some close trades to lower ping players.
Yes. Open world and sandbox games play smoothly up to around 80 to 100 ms.
Download speed doesn’t lower ping. Distance, routing and Wi-Fi do. Try a closer server region and an Ethernet cable first.






