per-game readiness from your measured baseline, jitter & loss ⓘ
30 s buckets · GAME TRAFFIC = true UDP loss · STANDARD = failed-probe ratio (TCP hides some loss)
spot patterns — e.g. congestion every evening
8 s of download saturation while latency probes keep running; compares your latency idle vs under load. A big jump means your router queues packets — lag whenever someone downloads or streams. Uses ~10–30 MB.
| Start | Duration | Status |
|---|---|---|
| no outages — connection has been up | ||
Everything recorded — lagspikes, outages, jitter, loss, uptime — bundled as proof for your ISP. Print-friendly report in plain language; the CSV has every event with ISO timestamps.
Bandwidth and stability are two different things. A speed test measures how much data your line can move in a few seconds — the size of the pipe. Online games don't need a big pipe; they need a steady one. A game sends small updates dozens of times per second, and what ruins your match is not slow throughput but moments where those updates arrive late or not at all:
Ordinary speed tests average all of this away. LagScope probes your connection every 500 ms and logs every spike, dropout and outage with an exact timestamp — so you can see the problems your speed test hides, and prove when they happen.
"Looks fine on our end" is what every gamer hears. ISPs check the signal at your modem at one moment in time — they never see the 30-second outage you had at 21:40 last night. The way to win that conversation is with timestamped evidence:
A report showing "23 lagspikes (4 severe) and 2 outages totalling 3 min 12 s of downtime between 14:02 and 18:47" is much harder to dismiss than "my game lags". Run it during the hours you usually play — patterns like congestion every evening are exactly what ISPs can act on.
Speed tests (Ookla, fast.com) measure capacity — average bandwidth and idle ping over TCP to a nearby server. Games die from short instability: lagspikes, jitter, packet loss, bufferbloat. LagScope measures consistency the way a game feels it — real unreliable UDP at 30 Hz in GAME TRAFFIC mode, spikes sustained ≥500 ms, true packet loss, and a per-game READY FOR verdict. Independent: no VPN, router, or ISP service sold.
A short moment where latency jumps far above normal — 25 ms to 300 ms for a second or two. Even brief spikes cause missed shots, freezes and rubber-banding, and ordinary speed tests never see them.
Speed tests average a few seconds of maximum bandwidth. Lagspikes, jitter and short dropouts live between those averages — 500 Mbps can still stutter every few seconds. LagScope probes every 500 ms and records each event with an exact timestamp.
Jitter is the variation between consecutive latency measurements. Under 5 ms excellent, 5–15 ms fine for casual play; consistently above 15–20 ms causes stutter, delayed actions and robotic voice — even at a good average ping.
Excessive queuing in your router or modem: under load, packets pile up in a buffer and latency balloons. A top cause of lag that only appears while the connection is busy. The stress test above measures exactly this — latency idle vs under load.
No — by design. Browsers freeze or throttle hidden tabs, so anything measured there would be a browser artifact fabricating lagspikes that never happened. LagScope pauses while hidden and resumes cleanly on return; the chart shows an honest gap and timers count visible time only. For long sessions keep the tab visible or install LagScope as an app (PWA).
Roughly a voice call. Not a download.
Everything stays in your browser — events, outages and settings live in localStorage; reports and CSV are generated locally. Two optional exceptions, both off by default: a Discord webhook you paste yourself (alert posts), and "Contribute anonymous stats" (ISP name, country and metrics — never your IP — to the public ISP leaderboard).
Yes — paste a Discord webhook URL in Settings and LagScope posts to that channel on severe lagspikes and outage start/end (with the downtime). Fire-and-forget: a failing webhook never interferes with measurement.
Standard mode uses small HTTP requests over TCP — and TCP silently retransmits lost packets, hiding true loss and stretching spikes. Real games send small UDP packets 20–60 times a second with no retransmission. GAME TRAFFIC mode reproduces that: a WebRTC DataChannel in unreliable/unordered mode, 128-byte packets at 30 Hz — genuine UDP on the wire. You get true packet loss and latency that matches in-game experience. If UDP can't get through, LagScope falls back to HTTP and tells you.
Every measurement is a path between two points: your connection and the LagScope node. The header shows both ends — your ISP and city (looked up from your public IP, never stored) on the left, the node your probes go to on the right. A great result means that path is healthy — a good proxy for nearby game servers, though routes to other destinations can differ.
Your fastest node (US, EU or BR), chosen by real measured latency at page load — all nodes are probed and the lowest median RTT wins, for HTTP and GAME TRAFFIC (WebRTC/UDP) alike. Re-chosen every load because routing changes; pin a node in Settings under "Measurement node".
Check the LagScope leaderboard — ISPs ranked by real, anonymized measurements (readiness score, latency, jitter, packet loss, lagspikes per hour) from opted-in users, grouped by ISP and country. No IPs or personal data collected.