NatchPlay isn't out yet. This site shows what it's being built to do, the pings and measurements on it are real.

Network

Four relay regions, each timed from your browser as this page loads. Pick the one nearest most of your players, the trip from them to the relay is the part of the ping you can choose.

Relay regions

Your ping to each relay from this browser
  • Europe Gravelines, France · OVH
    measuring
  • US East Virginia, US · OVH
    measuring
  • Australia Sydney · BinaryLane
    measuring
  • Singapore Singapore · BinaryLane
    measuring

Timed from this page just now, the lowest of four tries after one to open the connection.

How we measure

Every number on this site says how it was taken. Two kinds appear and they measure different things.

  • Your ping on these pages

    Your browser sends a small HTTPS request to each relay, once to open the connection and four more times against the clock. The fastest of the four is shown. It's the round trip from you to the relay, the same distance your players' packets cover on their way in.

  • Latency through the relay

    A logged-in Minecraft test client plays through the relay to a real server while the server's own ping packets are timed. Player and server sat on one PC in the UK, so the number is the whole trip, in and back out, with the relay in the middle.

  • What a player feels

    Their trip to the relay, plus the relay's trip to your server. The relay itself adds under a millisecond, so picking the region nearest most of your players is the lever that matters.

  • What we publish next

    The same measurements on NatchPlay's own relays, per region and under load, with the method beside every number.

Latency we've measured

Measured on 4 October 2026 on the relay NatchPlay grows out of, from a PC in the UK to the Europe relay in Gravelines.

  • <1ms

    Added by the relay itself, from a player's packet arriving to it leaving for your server.

  • 18.8ms

    A logged-in Minecraft test client's ping through the Europe relay, the average of 109, with the player and the server both on the same PC.

  • 9ms

    An ICMP ping from the same PC to the Europe relay. Through the relay a ping makes that trip twice and the relay adds under a millisecond.