Server connection, connection speed & connection stability

For those who default to blaming the game servers with the remark of “But I have fast WiFi” this quick guide might help you understand why you sometimes have high packet loss or connection issues.

Connection Speed & Connection Stability

Internet Speed

  • Definition: How fast data is downloaded and uploaded from the internet.
  • Measured in:
    • Download speed (Mbps or Gbps): How fast you receive data.
    • Upload speed (Mbps or Gbps): How fast you send data.
  • Impacts:
    • Streaming (buffering time and quality)
    • File downloads/uploads
    • Game patching, loading assets
    • General browsing responsiveness

Internet Stability

  • Definition: How consistent and reliable your connection is over time.
  • Measured by:
    • Ping (latency): Time it takes to send and receive a packet (ms)
    • Jitter: Variation in ping values (ms)
    • Packet loss: Lost data packets (should be 0%)
  • Impacts:
    • Online gaming (rubberbanding, lag)
    • Voice/video calls (glitches, freezes)
    • Remote work tools (disconnections, syncing issues)

TL;DR:

  • Speed = How fast.
  • Stability = How consistent.
  • You can have high speed but terrible stability — great for downloads, horrible for gaming or calls.

Connection Stability to Game Servers

Key Metrics:

  • Ping (Latency): Time (in ms) it takes to reach the game server.
    • <50ms = Excellent
    • 50–100ms = Playable
    • 100ms = Noticeable delay

  • Jitter: Fluctuation in ping.
    • <10ms = Good
    • High jitter = Inconsistent responsiveness
  • Packet Loss: Lost data during transmission.
    • Should be 0%; anything >1% causes problems (lag spikes, rubber-banding).

Why It Matters:

  • Physical distance = more hops = higher latency.
  • Playing on a far server (e.g., Europe from Asia) can cause +100ms ping. (OCE I feel your pain)
  • Game server infrastructure quality also matters - Though in this case majority players are fine.

Tips:

  • Choose the closest region to your country.
  • Use wired Ethernet, avoid Wi-Fi if possible.

VPNS

A VPN relies on what is easiest described as a false report and same time - almost impossible to change the “routing”. False reporting changes the “location” your speed test pings to. Your local to international routing runs as follows :

Your Local Machine
Your ISP
Your Regional HUB
Your National HUB
International Exit point
Inverse on target country

With that - on a global scale - line providers (Mostly Tier 1 and Tier 2 ISP) bundle all similar data packages by priority and “QOS - Quality of Life”. Example on a user level :
a. Google/Facebook/Netflix/VOIP/etc is High Priority - Most users with similar data send
b. Gaming/“other popular” usually sits in medium priority
c. MyRandomWebsite/low impression sites usually sits in low priority

By adding a VPN to the chain you only add another “link” in the data flow that does not result in anything physically positive. Only thing a VPN is good for is to get that Netflix episode that is not available in your country.

Useful Tools to monitor your connection and connection speed

Speedtest (Advanced Speed & Jitter)
Speedtest (Basic - Reminder to change the region as speedtest automatically locates the closest local hub)

TLDR : It is not always the game fault - sometimes you just have the luck of the draw on either bad routing on a national level or your ISP is having a undesired moment. If you are playing on WiFi then the blame can almost never be put on the game servers.

2 Likes

Read the first 8 lines then got bored. But seems interesting and helpful 👍.

1 Like

Ye this is 100% school and nothing fun about it. I had to tab back to it a few times cause I got bored typing it.

Sorry, did have to have a little chuckle when you stated the ping 10ms-100ms is playable. You do live in a privileged world. Here in Northern Australia my ping starts at around 270ms and up has high as 350ms depending on server.
300ms is what i would say is the upper end of playable. 350ms does take some adjustment but can be done at a pinch.
Im not having a crack at the email you wrote, and it could be quite useful for troubleshooting.
It just highlights some of the challenges that some of us with great local connections but poor international peering can face compared to the well connected peering of Europe and North America

1 Like

Ah man ye I feel you. Hence why I also said “(OCE I feel your pain)”. I am in South Africa and 120 average to EU, 220 average to US east. US West is unplayable most of the time. World has gotten a bit better now but we used to run CoD lobbies in the early 2000s with 300ms to 500ms latency. I struggle a bit as to why SEA region was removed for you guys in the South Pacific.

I feel the SEA server was just a numbers thing. China, Japan and much of South East Asia have great peering to the rest of the world. I think Australia and NZ are out on a limb a bit and only have international connections from Perth (to Indonesia) and Sydney (to Japan and USA).
Sure, the South East Asian countries would have a minor benefit from a server in their region, for Gaijin to have their servers in another data centre just means more expense that would only have a significant benefit to a comparatively small player base in Aus and NZ.

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Comparing AUS outbound routing to the rest of the world just made me cry a little. Most of your hubs are in the South as well - with little to no direct line. Everything hops through so many hubs in OCE.

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My personal experience also. Had a lot of connection issues…blamed a lot on the game…then i upgraded my connection (and router) and suddenly most problems disappeared…
(Well…it still slows down on occasion…usually weekends)

1 Like

This, this right here.

Going into why routers fail over age is a whole new article - from thermal stress to flash memory wear and everything in-between. Especially the cheap ones.

I recently dealt with someone who blamed everything on anything but in reality, they had a 5 year old router, router was graded for 50mb/s, connected via WiFi with a WiFi card that was rated at 10mb/s - all while sitting on a gigabit line. Lots of argue later, a 10m ethernet cable and a new router (still a cheap one) problem was resolved.

That said - recent desync bug is still a issue server side and the servers usually slow down exceeding 200k players (like during major updates).