Ready or Not Lag Issues & Fixes — 6 Tips That Actually Work

Known lag problems and proven fixes for Ready or Not. Regional issues, ISP problems, and 6 optimization tips.

FPS VOID Interactive, 2023 ~20K peak concurrent / ~1M+ monthly active (PC)

Known Lag Problems

These problems are reported by real players. If your region or ISP is listed, a network optimizer is likely to help.

Australia / Oceania

Southeast Asia

South America

How to Fix It

Try these first — they're free and solve the problem for most people.

01 Switch to wired Ethernet for hosting or playing

1. Connect your PC to your router via a Cat5e or Cat6 cable 2. Go to Windows Settings → Network & Internet → Wi-Fi → Turn off Wi-Fi 3. For hosts specifically: wired Ethernet dramatically reduces upload jitter, which affects all connected clients 4. Test: check the ping display in-game before and after switching — jitter should drop significantly

WiFi introduces 5-30ms of unpredictable jitter. In a listen server game, host WiFi jitter is amplified for all clients — a host's 20ms jitter means clients see 20ms+ additional oscillation on top of their own ping. If you're hosting, Ethernet is the most impactful free upgrade. If you're a client, Ethernet still helps your own path to the host.

02 Close background bandwidth consumers before playing

1. Press Ctrl+Shift+Esc → Task Manager → Performance → Open Resource Monitor 2. Click the Network tab and sort by 'Total (B/sec)' — identify what is consuming upload/download bandwidth 3. Common culprits: Windows Update, OneDrive sync, Steam downloading other games, Discord video streams, Spotify, cloud backup software 4. Pause Windows Update: Settings → Windows Update → Pause for 7 days 5. Right-click Steam → Settings → Downloads → uncheck 'Allow downloads during gameplay' 6. Launch Ready or Not only after background apps are closed or paused

Ready or Not's listen server is sensitive to upload congestion on the host's side. A background torrent or Windows Update consuming upload bandwidth on the host machine directly increases all clients' effective ping. Closing these before hosting removes a common source of mid-operation lag spikes.

General network tips (not Ready or Not-specific)
03 Check your actual ping to the session host

1. In-game, press Escape to open the menu 2. Look for the ping display in the top-right area of the screen — it shows your current latency to the host 3. Alternatively, open Task Manager (Ctrl+Shift+Esc) → Performance → Open Resource Monitor → Network tab, and watch ReadyOrNotSteam-Win64-Shipping.exe network activity for send/receive spikes 4. A ping under 80ms to the host means smooth synchronization. 80-150ms causes visible delays on door interactions and suspect AI. Above 150ms expect rubber-banding and missed restraint registrations 5. Ask your host to check their ping display too — if it's fine on their end, the problem is your path to them

Ready or Not's listen server means your ping is to another player's PC, not a stable datacenter. Identifying whether your ping is high (your routing) or whether the host itself is lagging (their hardware) determines the right fix. Essential first step before trying anything else.

04 Host the session yourself if you have the best connection

1. In your squad, discuss who has the fastest and most stable upload speed 2. The player with the best upload speed should host — in a listen server game, all clients upload to the host, who redistributes state 3. To host: from the main menu, create a lobby and invite friends 4. If hosting, check that your router allows inbound connections on port 27015 (UDP) — some ISPs block this by default 5. Enable UPnP in your router settings if port forwarding manually is complicated: usually under Advanced → NAT → UPnP → Enable

The single biggest determinant of Ready or Not co-op quality is who hosts. A host with 100 Mbps upload on a wired connection will deliver a far better experience than a host on WiFi with slow upload. Switching hosts can cut everyone's effective ping to the authoritative game state by half.

05 Enable port forwarding if you frequently host

1. Open your router's admin panel (usually http://192.168.1.1 or http://192.168.0.1) 2. Log in and find 'Port Forwarding' or 'NAT' settings 3. Add a rule: Protocol = UDP, External Port = 27015, Internal Port = 27015, Internal IP = your PC's local IP 4. To find your local IP: press Win+R, type cmd, run 'ipconfig', look for IPv4 Address under your active adapter 5. Save and restart the router. Clients connecting to you should see improved initial connection reliability 6. Alternatively, enable UPnP in the router settings — this handles port forwarding automatically

If you regularly host sessions, NAT type affects how reliably other players can connect. Strict NAT can cause connection failures or timeouts before the session starts. Port forwarding opens the correct UDP port so clients reach your listen server directly without NAT interference.

06 Play with friends in the same region when possible

1. Ready or Not's listen server means cross-region squads always have one side with high ping — there is no regional matchmaking to compensate 2. When forming a squad, ask where everyone is located before deciding who hosts 3. If EU and US players are in the same squad, the EU host gives EU players <30ms and US players ~100-150ms; a US host reverses this 4. For the best experience: the majority-region player hosts, or the player with the most central geographic location 5. The Boiling Point update (March 2026) added a region selector in the lobby UI — use this to help EOS match you with nearby players in quickplay

Cross-region play in a listen server game guarantees that some players will have high ping. There is no routing solution that makes a Sydney-to-London connection feel like a local one. Choosing the right host for your squad's geography is the most effective free fix for international squads.

Still lagging? The problem is likely your ISP's routing to the game servers.

PingAim detects Ready or Not automatically

No manual config. PingAim identifies Ready or Not by process name and routes it through your fastest connection using a kernel-level WFP driver.