
Dead by Daylight
Got a phone and WiFi? That's two connections. PingAim routes DeadByDaylight-Win64-Shipping.exe through whichever has the lowest ping to AWS — because in DBD, pallet stuns, Dead Hard windows, and hit validation are all decided by who has lower latency. Stream and Discord stay on the other connection.
Does PingAim Help in Dead by Daylight?
More about Easy Anti-Cheathow it works · what it blocks · known conflicts
Dead by Daylight uses Easy Anti-Cheat (EAC), which operates at kernel level. EAC validates game files at boot and monitors for unauthorized modifications during gameplay. The EAC service runs alongside the game process.
VPN and network optimizers
VPNs and network optimizers are widely used in Dead by Daylight without bans. Major streamers play behind VPNs for IP protection. ExitLag, WTFast, and similar tools are used without reports of EAC detection. However, BHVR has not officially whitelisted these tools — usage is at the player's own risk, though no confirmed bans exist.
Known software conflicts
- EAC may conflict with certain kernel-level anti-cheat from other games if running simultaneously
- Some VPN software can cause EAC initialization errors — disable VPN before launching if issues occur
- Anti-cheatEAC
- ProtocolUDP
- Tick rate60 HZ
- ConnectionDedicated
- HostingAmazon Web Services (AWS GameL…
- EngineUnreal Engine 5 (migrated from UE4…
- NATModerate
- LauncherSteam / Epic Games Store
- Install size50 GB
Why ping matters in Dead by Daylight
Latency sensitivity HighPing noticeably shapes the experience.
Dead by Daylight's asymmetric design makes ping impact uneven between roles. For Killers, high ping means attacks that visually connect may be rejected by server-side pallet stun validation — a 100ms difference can mean your hit gets cancelled by a stun you already thought you avoided. For Survivors, high Killer ping means getting hit around corners or through windows that appeared safe on their screen. Precise timing matters for looping (running tiles optimally), pallet timing (dropping within a ~200ms window), and Dead Hard activation (pressing within the Killer's attack animation). Jitter is particularly punishing — inconsistent ping makes it impossible to learn timing patterns, which is the core skill in chase gameplay.
About Dead by Daylightbackground, studio, esports scene
Dead by Daylight is an asymmetric multiplayer horror game developed and published by Behaviour Interactive. Released in June 2016, it pits one player as the Killer against four players as Survivors in a deadly game of cat and mouse. Survivors must repair generators to power exit gates and escape, while the Killer hunts them down and sacrifices them to a malevolent Entity. The game features a roster of both original characters and licensed icons from horror franchises including Halloween, Stranger Things, Resident Evil, Silent Hill, and many more.
Originally launched with peer-to-peer networking where the Killer acted as host, Dead by Daylight transitioned to dedicated servers powered by AWS GameLift in late 2019 — a fundamental change that eliminated host advantage and dramatically improved connection fairness. The game runs on Unreal Engine (migrated to UE5) and uses a 60Hz server tick rate, upgraded from the original 30Hz in September 2020. Hit validation is a core community topic: the server validates pallet stun interactions, but most hit registration still favors the Killer's perspective, creating an asymmetric ping experience.
Dead by Daylight maintains a passionate global community with regular content updates (new Chapters introducing Killers and Survivors), seasonal events, and a growing competitive scene through the DBDLeague and community tournaments. It consistently ranks among the top 30 most-played games on Steam and has a significant console player base.
- Studio
- Behaviour Interactive
- Released
- 2016
- Platforms
- Windows, PlayStation, Xbox, nintendo_switch, iOS, Android
- Engine
- Unreal Engine 5 (migrated from UE4 in patch 7.7.0, April 2024)
- Esports
- Tier 3 — emerging
PingAim detects Dead by Daylight automatically
No manual config. PingAim identifies Dead by Daylight by process name and routes it through your fastest connection using a kernel-level WFP driver.
When does PingAim help — and when doesn't it?
PingAim helps when...
- You have a phone with 5G/LTE — tether via USB for a dedicated DBD connection isolated from household traffic
- You have both WiFi and Ethernet — route DeadByDaylight-Win64-Shipping.exe through whichever pings lower to AWS
- You stream your matches — separate OBS and game traffic so upload congestion does not cause jitter that breaks pallet timing
- Your WiFi is congested during peak hours — phone tethering bypasses shared household contention
- You have two ISPs or a dual-WAN router
- Windows picks the wrong interface for DBD and you want explicit control
- OCE/SEA players matched on distant servers — the second connection often routes differently to AWS regions
Won't help when...
- You only have one network connection with no way to add a second
- Your only connection is already fast and stable (under 60ms, no jitter) to the AWS server
- Game server itself is overloaded (server-side lag)
- Matched on a geographically distant server — PingAim cannot reduce physical distance
- FPS drops or shader compilation stutters (not network related)
Recent Updates
Community & Official Resources
Where players talk and where the publisher posts updates.
Glossary16 terms used on this page
- AWS GameLift
- Amazon's managed game server hosting service that DBD uses for dedicated servers
- Dead Hard
- Survivor perk that grants a brief dash of invincibility — timing is ping-dependent due to server validation
- Desync
- When what you see on screen doesn't match the server's game state — caused by latency differences
- DNS
- Domain Name System — converts website names to IP addresses
- EAC
- Easy Anti-Cheat — kernel-level anti-cheat system used by Dead by Daylight
- Fog Whisperer
- BHVR's official content creator / community partner program
- Hit Validation
- Server-side check that determines whether a Killer's attack or a Survivor's pallet stun takes priority
- Hz
- Hertz — updates per second. 60 Hz = server processes game state 60 times per second
- ISP
- Internet Service Provider — the company that provides your internet connection
- Looping
- The core chase mechanic of running around obstacles (tiles) to waste the Killer's time — requires consistent ping for reliable timing
- ms
- Milliseconds — 1/1000 of a second. Lower = better for gaming
- OCE
- Oceania — Australia and New Zealand server region
- Pallet Stun
- Dropping a pallet on the Killer to stun them — validated server-side, favoring lower-ping player
- QoS
- Quality of Service — router feature that prioritizes game traffic over downloads
- SEA
- Southeast Asia — Singapore server region
- UDP
- User Datagram Protocol — fast network protocol used by games (no waiting for lost packets)


