{"tool":"GTA 6 Internet Speed Advisor","page":"https://gtasixtools.lovable.app/tools/internet-speed-check","disclaimer":"Rockstar has not published GTA 6 online requirements. Thresholds are derived from GTA Online guidance, comparable session-based titles and standard networking practice. Regional figures are typical wired best-case round trips, not guarantees. Nothing here is measured — the grade applies to numbers the caller supplies.","requirements":{"down":{"min":10,"recommended":25,"unit":"Mbps"},"up":{"min":1.5,"recommended":5,"unit":"Mbps"},"jitter":{"recommended":10,"max":25,"unit":"ms"},"loss":{"recommended":0.5,"max":2,"unit":"%"}},"weights":{"ping":30,"jitter":20,"loss":20,"down":20,"up":10},"grading":{"pingPass":"<= regional target x 1.25","pingMarginal":"<= regional target x 1.8","gradeBands":{"A":">= 90","B":">= 78","C":">= 62","D":">= 45","F":"< 45"},"note":"Any failing axis caps the grade at C."},"regions":[{"id":"na-east","label":"North America — East","edge":"Ashburn / New York","wiredLatencyTargetMs":20,"playableCeilingMs":36,"note":"Densest peering on the continent. Wired fibre players routinely see sub-20 ms to Rockstar services."},{"id":"na-west","label":"North America — West","edge":"Los Angeles / Seattle","wiredLatencyTargetMs":24,"playableCeilingMs":43,"note":"Good local edges, but cross-country lobbies add 50–70 ms when matchmaking sends you east."},{"id":"eu-west","label":"Europe — West","edge":"Amsterdam / Paris","wiredLatencyTargetMs":18,"playableCeilingMs":32,"note":"The best-connected region in this table. Anything above 40 ms here is your own line, not distance."},{"id":"eu-central","label":"Europe — Central & East","edge":"Frankfurt / Warsaw","wiredLatencyTargetMs":26,"playableCeilingMs":47,"note":"Frankfurt carries most traffic; eastern ISPs sometimes route through it rather than peering locally."},{"id":"uk","label":"United Kingdom & Ireland","edge":"London","wiredLatencyTargetMs":20,"playableCeilingMs":36,"note":"Short hop to London, but older FTTC lines add interleaving delay that looks like distance."},{"id":"latam","label":"Latin America","edge":"São Paulo / Santiago","wiredLatencyTargetMs":44,"playableCeilingMs":79,"note":"São Paulo is the regional hub. Traffic from Mexico and the Andes often exits to Miami first."},{"id":"mena","label":"Middle East & North Africa","edge":"Dubai / Bahrain","wiredLatencyTargetMs":50,"playableCeilingMs":90,"note":"Gulf peering is strong; North African routes still transit Marseille, which costs 30–50 ms."},{"id":"india","label":"India & South Asia","edge":"Mumbai / Chennai","wiredLatencyTargetMs":42,"playableCeilingMs":76,"note":"Mumbai edges are excellent. Games without a local lobby push you to Singapore for ~65 ms."},{"id":"sea","label":"Southeast Asia","edge":"Singapore","wiredLatencyTargetMs":36,"playableCeilingMs":65,"note":"Singapore serves the whole region, so Manila and Jakarta pay a submarine-cable tax of 20–40 ms."},{"id":"anz","label":"Australia & New Zealand","edge":"Sydney","wiredLatencyTargetMs":32,"playableCeilingMs":58,"note":"Sydney is fine domestically; any US-hosted lobby is a hard 150 ms floor no router can fix."},{"id":"japan","label":"Japan & Korea","edge":"Tokyo / Seoul","wiredLatencyTargetMs":22,"playableCeilingMs":40,"note":"Best-in-class domestic fibre. If your ping is high here, suspect the last hop inside your home."}],"connectionTypes":[{"id":"fibre","label":"Fibre to the home (FTTP)","addedPing":2,"typicalJitter":2,"typicalLoss":0.02,"note":"The reference case. Latency is dominated by distance, not the access line."},{"id":"cable","label":"Cable / coax (DOCSIS)","addedPing":10,"typicalJitter":6,"typicalLoss":0.1,"note":"Shared upstream. Evenings in a busy node are where cable jitter shows up."},{"id":"dsl","label":"DSL / VDSL / FTTC","addedPing":18,"typicalJitter":8,"typicalLoss":0.3,"note":"Interleaving adds a fixed penalty. Ask your ISP for fast-path or low-latency interleave."},{"id":"fixed-5g","label":"5G home broadband","addedPing":25,"typicalJitter":14,"typicalLoss":0.4,"note":"Bandwidth is rarely the problem; the radio scheduler makes jitter the problem."},{"id":"hotspot","label":"Phone hotspot / mobile data","addedPing":45,"typicalJitter":28,"typicalLoss":1.2,"note":"Workable for downloads, hostile for lobbies. Expect NAT problems on top of jitter."},{"id":"satellite","label":"Satellite (LEO or geostationary)","addedPing":55,"typicalJitter":22,"typicalLoss":0.9,"note":"LEO is playable at ~50 ms added; geostationary is not, at roughly 600 ms round trip."}],"devices":[{"id":"pc","label":"PC (Windows)","howToMeasure":["Plug into Ethernet if you can, then close Steam, Rockstar Launcher, browsers and anything syncing.","Run a browser speed test on a server in your own region and write down download, upload and ping.","Open Command Prompt and run ping -n 50 1.1.1.1 — read the average for latency and the max-minus-min spread as your jitter.","In the same output, read the loss percentage. Anything above 0% on a wired line is a fault, not noise.","Repeat once in the evening peak. The peak number is the one that decides whether GTA Online feels good."],"caveat":"Windows reports the path to a public DNS resolver, not to a Rockstar lobby, so treat the figure as a floor rather than an exact match."},{"id":"ps5","label":"PlayStation 5","howToMeasure":["Settings → Network → Connection Status → Test Internet Connection.","Record download, upload and NAT type. NAT Type 1 or 2 is fine; Type 3 will cause matchmaking failures.","The console does not report jitter or loss — take those from a PC or phone on the same network.","If you are on Wi-Fi, note the band: 5 GHz or 6 GHz only, never 2.4 GHz for online play."],"caveat":"The PS5 test measures against Sony's servers and consistently reads lower than real-world game throughput."},{"id":"xbox","label":"Xbox Series X|S","howToMeasure":["Settings → General → Network settings → Test network speed & statistics.","Read download, upload, latency, packet loss and wireless strength — Xbox reports all of them.","Check the NAT line on the same screen: Open is what you want, Strict will break invites.","Re-run it once with a cable if the wireless figure disappoints. That single test settles most lag arguments."],"caveat":"Xbox is the only platform that reports loss and latency natively, which makes it the best measuring device in the house."},{"id":"cloud","label":"Cloud / handheld streaming","howToMeasure":["Test on the exact device and network you will stream from, not on the desktop next to it.","Record ping and jitter first — streaming fails on latency long before it fails on bandwidth.","Confirm sustained download of at least 25 Mbps for 1080p60 and 40 Mbps for 4K.","Watch for a rising jitter number over a five-minute stream; that is a Wi-Fi problem, not an ISP problem."],"caveat":"Streaming adds encode and decode latency on top of network latency, so a good network score is necessary but not sufficient."}],"regionCount":11}