Ready or Not FAQ — Ping, Servers, Network

Does PingAim work with Ready or Not? Why is my ping high in Ready or Not when it's fine in other games?

FPS VOID Interactive, 2023 ~20K peak concurrent / ~1M+ monthly active (PC)
Does PingAim work with Ready or Not?

Yes. PingAim uses a WFP (Windows Filtering Platform) kernel driver to route Ready or Not's network traffic through a second connection — phone 5G hotspot, a second ISP line, or a backup adapter. This method operates at the Windows network stack level without touching the game process, making it fully compatible with EasyAntiCheat. PingAim attaches to ReadyOrNotSteam-Win64-Shipping.exe and routes its UDP traffic through the interface you select. Since Ready or Not uses a listen server model where you connect directly to the host player's IP, PingAim can find a faster path to that host than your default ISP routing provides.

Why is my ping high in Ready or Not when it's fine in other games?

Ready or Not uses a listen server — you're not connecting to a game company's datacenter, you're connecting to another player's home internet connection. If that player is in a different country, or if your ISP has a poor route to their region, you'll see high ping even if your connection is fast for everything else. The solution is either to play with a host geographically closer to you, or to use a second connection (like phone 5G tethering) that may have a better routing path to that specific host.

How does Ready or Not's listen server model affect ping differently from games with dedicated servers?

In games like CS2 or Valorant, everyone connects to a datacenter with a fixed IP — the path is predictable and Valve or Riot can put servers near players. In Ready or Not, the 'server' is whoever hosted the lobby. Their home connection, their ISP, their router NAT settings, and their geographic location all determine your ping. This means your ping can be wildly different session to session depending on who hosts. It also means the host has zero latency to the game state (they're running it locally), giving them a slight advantage over clients in time-critical interactions like door breaches.

Does high ping affect AI suspect behavior in Ready or Not?

Yes, in a specific way. AI suspects are controlled entirely on the host machine — their decisions, pathfinding, and reactions are computed there. Clients receive synchronized AI state updates over the network. When your ping to the host is high, you see the AI state with a delay: a suspect may appear to be in a doorway on your screen while they have already moved on the host. This causes suspects to appear to teleport or react to positions you haven't reached yet from your perspective. This is not the same as AI being 'harder' on high ping — the AI difficulty is unchanged, but the synchronization of what you see versus what the host sees is delayed.

Does Ready or Not have dedicated servers or is it always player-hosted?

Ready or Not's standard co-op uses a listen server — one player in the group hosts the session from their own PC. There are no VOID Interactive datacenter servers for normal co-op play. The game does ship a dedicated server binary that community operators can run, allowing sessions without a playing host, but this is not common for casual groups. Crossplay between Steam, Epic Games Store, and Xbox uses Epic Online Services for session discovery, but the actual game still runs on a listen server hosted by a player.

What ping do I need for Ready or Not co-op to work well?

Under 80ms to the host for comfortable co-op where breach timing, flashbang coordination, and suspect interactions feel synchronized. Between 80-150ms you'll notice door interactions registering with a slight delay and occasional rubber-banding during fast movement. Above 150ms, timing-critical actions like barge entries become unreliable — you may see suspects snap to positions after your squad has already engaged them. For competitive squad play where everyone needs to call out suspect positions accurately, aim for sub-80ms by choosing a host closest to the majority of your squad.

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.