Short answer
A steady, high ping is distance and routing: choose the closest available server and accept the remainder. Ping that is usually fine but spikes is congestion, most often on your own Wi-Fi or shared connection. Rubber-banding and warping are packet loss rather than latency. Disconnections at the same point in a session usually come from equipment — a router restarting, a power-saving network adapter, or a link that drops and recovers. Measure before and after each change, because the numbers are the only way to separate the four.
The part you cannot change
Latency is the round trip: your input travels to the game server, the server answers, and the answer travels back. Signals in fibre move quickly but not instantly, and every switch and router along the path adds a little more. Distance therefore sets a minimum that no amount of tuning will beat.
For a player in Australia this is the first thing to establish, because it decides what a good result looks like. A connection to a server in Sydney behaves very differently from one to Singapore, and differently again from one to Europe or North America — not because the connection is worse, but because the path is longer. If a game offers a server selection, that choice affects your ping more than every other setting combined.
What your connection type contributes
Australian home connections differ in how they reach the exchange, and that difference shows up in latency and in how stable it is. Fibre to the premises is generally the steadiest; connections that use copper for the final stretch add a little latency and are more sensitive to line quality; fixed wireless adds variability; and satellite adds a great deal of delay because the signal travels to orbit and back, which is a matter of distance rather than quality of service.
The ACCC's Measuring Broadband Australia programme publishes independent reporting on how retail broadband services perform in practice, including latency, which is a better reference point than speed advertising when you are deciding whether your service is behaving normally.
Ping is fine, then jumps for a few seconds
Symptom
A stable figure most of the time, punctuated by jumps that last seconds and coincide with something else happening in the house.
- Most likely cause
- Contention on the local network. A phone backing up, a console downloading a patch, a television streaming in high definition, or someone on a video call will all compete for the same upload path.
- Also common
- Wi-Fi interference. Neighbouring networks, microwave ovens and cordless devices all sit in the same spectrum, and the 2.4 GHz band is especially crowded in apartments.
- Worth checking
- Bufferbloat — a router holding too much queued data during a heavy upload, which raises latency for everything else. Some routers offer a smart queue or quality-of-service setting that addresses this directly.
- Test on a cable. Connect the machine to the router with Ethernet and repeat the same session. If the spikes disappear, the problem is Wi-Fi and the remaining work is on the wireless side.
- Move to the 5 GHz band if your router offers both. It is usually less crowded, at the cost of range through walls.
- Pause large transfers during play, and schedule console and operating system updates overnight.
- Reposition the access point so it is not inside a cabinet, behind a television, or on the floor. Height and line of sight matter more than most settings.
- Enable smart queue management on the router if it is available, which keeps interactive traffic responsive while a download is running.
Rubber-banding, warping and shots that do not register
These are symptoms of packet loss, not of latency. A lost packet has to be noticed and resent, so the game either waits or corrects your position afterwards, which is what produces the snap backwards.
Loss can be diagnosed from a command prompt or terminal. A sustained ping to a stable address shows whether replies are missing, and a trace shows where along the path they start to disappear. On Windows the commands are ping -n 100 <address> and tracert <address>; on macOS they are ping -c 100 <address> and traceroute <address>. Run both while the problem is happening, and keep the output.
Reading a trace without over-reading it
Intermediate routers often deprioritise the replies used by these tools, so a high figure at one hop that does not carry through to the final hop is normal and not a fault. What matters is loss or delay that begins at a hop and persists to the end of the path. That pattern, captured a few times at different hours, is the evidence a provider will act on.
Dropping out of a match entirely
- At roughly the same time each session: look for a scheduled event — a router with a nightly restart, a mesh node re-optimising, or an operating system update applying.
- Only on one machine: check the network adapter's power management setting, which can allow the adapter to be powered down, and update the adapter driver.
- Across every device at once: the fault is the router or the line. Note the times and check whether the modem's log records a resynchronisation.
- Only in one game: the client may be blocked by a firewall rule. Confirm it is allowed through the operating system firewall and any security suite, rather than disabling either.
What a VPN does and does not do here
A virtual private network routes your traffic through another server first. That can occasionally shorten the path if your provider's default route is unusually indirect, and it will more often lengthen it, because the traffic now makes two journeys instead of one. It cannot make distance shorter, it does not reduce packet loss caused by your own Wi-Fi, and it is not a performance product. Publishers also vary in whether connecting through one is permitted, so check the game's terms before using it. Treat any service advertising reduced ping as a guarantee with the scepticism the claim deserves.
When it is the provider's problem
If loss or latency persists on a cabled connection, across devices, at different times of day, gather evidence and raise it with your retail service provider: the times, the trace output, and the results of a wired test. Providers work from reproducible detail and generally ask for exactly this.
If the complaint is not resolved, the Telecommunications Industry Ombudsman handles unresolved complaints about phone and internet services in Australia, free of charge to consumers, once you have given the provider a chance to fix the problem.
Before you conclude the game is at fault
- Tested on a cable as well as Wi-Fi.
- Confirmed which server region the game is connecting to.
- Checked whether other devices in the house are transferring data.
- Run a sustained ping and a trace while the problem is occurring.
- Repeated the test at a different time of day.
- Confirmed the router firmware is current and the modem log is clean.
Related reading on this site
- Frame rate and graphics — for stutter that is local rather than network.
- Accounts and sign-in — if disconnections come with sign-in errors.
- Naval games compared — including where each game's servers are.