Splitgate

Portal shots go through two ends — latency touches both. PingAim routes Splitgate through a dedicated second connection, cutting jitter so your portal frags register clean.

Arena FPS Free to Play 1047 Games, 2019

Does PingAim Help in Splitgate?

Compatible — REDKARD does not block PingAim
More about Redkardhow it works · what it blocks · known conflicts
Kernel-levelBlocks DLL injectionBlocks unsigned driversNetwork optimizers allowed

Splitgate: Arena Reloaded uses RedKard, 1047 Games' proprietary kernel-level anti-cheat system. The system is also identified as Equ8 in process listings and anti-cheat detection discussions. RedKard runs only while the game is active and shuts down when the game closes — unlike EAC which may persist as a service. 1047 Games initially blocked Desktop Linux users via RedKard before updating it to allow Desktop Linux play in May 2025. The anti-cheat does not block network routing tools operating at the Windows networking stack level (WFP driver) as these operate below the anti-cheat's visibility scope.

VPN and network optimizers

No known policy against network routing optimization tools. Network tools like ExitLag and WTFast have been used with Splitgate without bans. RedKard targets memory manipulation and process injection, not network routing.

Known software conflicts

  • RedKard initially blocked Desktop Linux — resolved May 2025 with anti-cheat update
  • Some users report RedKard (Equ8 process) preventing launch on machines with certain security software — requires exclusion
  • Anti-cheatREDKARD
  • ProtocolUDP
  • Tick rate60 HZ
  • ConnectionDedicated
  • Hosting1047 Games (own backend infras…
  • EngineUnreal Engine 5
  • NATModerate
  • LauncherSteam
  • Install size20 GB

Why ping matters in Splitgate

Latency sensitivity High

Ping noticeably shapes the experience.

Splitgate is an arena FPS with a portal mechanic that makes it more latency-sensitive than a standard shooter. Every kill involves two potential latency vectors: the direct line-of-sight shot (same as any FPS) and portal-mediated shots (a projectile that must traverse portal entry, server-side portal exit calculation, then register on a target). At high ping, portal shots feel inconsistent — your client shows the portal correctly positioned but the server may process your shot at a slightly desynchronized portal state. Players frequently report dying 'behind walls' and shots disappearing into portals without registering, both symptoms of lag compensation edge cases specific to portal geometry. Arena FPS movement is also extremely timing-sensitive: strafing, bunny-hopping, and portal traversal all require precise timing that degrades with latency and jitter.

About Splitgatebackground, studio, esports scene

Splitgate: Arena Reloaded is a free-to-play arena first-person shooter developed by 1047 Games, built on Unreal Engine 5. It is the third iteration of the Splitgate franchise — the original Splitgate launched in May 2019 and peaked at 67,000 concurrent Steam players in July 2021 before 1047 Games pivoted to developing Splitgate 2. Splitgate 2 launched on June 6, 2025 across PC and consoles but underperformed commercially, prompting a return to beta and a full rework. On December 17, 2025, the game relaunched as SPLITGATE: Arena Reloaded, fusing the classic arena feel of Splitgate 1 with selected features from Splitgate 2, dropping the hero/faction system in favor of traditional arena gunplay.

The defining mechanic across all versions is portals: players can place two linked portals on any flat surface, creating instant teleportation lines of sight and movement corridors. A portal placed on a wall lets you shoot through it as if the wall were transparent — and the bullet travels the actual physical distance through the portal link, with hit registration calculated on the server at portal exit. This makes portal mechanics extremely latency-sensitive: a high-ping player placing a portal while in motion may find the server processes the portal at a slightly different position than shown client-side, leading to missed shots or teleportation misalignment.

Arena Reloaded uses a proprietary kernel-level anti-cheat called RedKard (also identified as Equ8 in process listings), developed in-house by 1047 Games. Server infrastructure spans US West, US East, EU Central, Southeast Asia, Oceania, and South America. The game uses skill-based matchmaking (SBMM) with automatic region selection that can expand to adjacent regions when wait times are long, which community players have noted can result in higher-than-expected ping without visible indication of region.

Studio
1047 Games
Released
2019
Platforms
Windows, ps4, ps5, xbox_one, xbox_series, macOS, Linux
Engine
Unreal Engine 5

PingAim detects Splitgate automatically

No manual config. PingAim identifies Splitgate 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...

  • Phone 5G tethering available — route Splitgate through mobile and free home connection for everything else
  • Both WiFi and Ethernet connected — PingAim sends Splitgate traffic through whichever interface has less jitter
  • SBMM matched you to a cross-region server — a second connection can provide a better path than your default ISP route
  • Evening peak-hour congestion causes ping spikes mid-match
  • Home network congested by household streaming competing with UDP game traffic
  • Portal shot consistency feels off — often a jitter problem rather than raw ping

Won't help when...

  • Only one active network connection with no phone to tether — no second path available
  • Already below 40ms on local servers with stable jitter — arena FPS plays well under that threshold
  • FPS drops and frame stuttering — client-side GPU/CPU performance issues, not network
  • Server-side lag from backend capacity issues — no client-side fix

Community & Official Resources

Where players talk and where the publisher posts updates.

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