Ping

Ping is a player’s round-trip connection time to a game server, measured in milliseconds. It is the most commonly reported network metric in games — lower is better, and anything above 100ms starts to feel noticeable in fast-paced play.

The name comes from sonar: a ping signal goes out, bounces off something, and returns. In networking, your game client sends a small packet to the server and measures how long it takes to receive a response. That round-trip time is your ping.

Ping vs. latency

Ping and latency are often used interchangeably, but they are not quite the same thing. Latency is the one-way travel time for data. Ping is the round-trip — the time for a packet to reach the server and for the response to come back.

In practice, ping ≈ latency × 2. A server 40ms away produces a ping of roughly 80ms. Games display ping because it is directly measurable by the client without any clock synchronisation with the server. One-way latency requires synchronised clocks to measure accurately, which adds complexity.

What ping numbers mean in practice

PingFeel
< 20msEffectively instant. Common on LAN or same-city servers.
20–50msExcellent. No perceptible delay in any game genre.
50–100msGood. Fast-paced games feel fine; competitive players may notice it.
100–150msAcceptable for casual play. Competitive shooters and fighting games start feeling sluggish.
150–250msNoticeable delay. Hit registration feels off; reactions feel slow.
250ms+Effectively unplayable for real-time games.

These thresholds vary by genre. A turn-based game is playable at 300ms. A fighting game at 60ms feels worse than the same game at 30ms.

What affects your ping

Physical distance is the dominant factor. Light travels through fibre at roughly 200,000 km/s — a server 5,000km away has a minimum one-way latency of 25ms just from physics, before accounting for routing or processing. This is why server region selection matters: a player in Sydney connecting to a server in London will always have worse ping than a player connecting to a server in Sydney, regardless of their connection quality.

Routing adds latency on top of physical distance. Packets do not travel in straight lines — they hop through routers and ISP infrastructure. Poor routing can make a geographically close server feel far away.

Home network can add ping on top of everything else. Wi-Fi, router processing, and modem type all contribute. A wired ethernet connection typically reduces ping by 5–20ms compared to Wi-Fi on the same ISP plan.

Server load affects the processing portion of ping. An overloaded server takes longer to respond, which appears in ping measurements as a higher number even if the network path is clean.

Why matchmakers use ping

Most matchmakers measure or estimate player ping to candidate server regions before placing a match. Placing a player on a server where they will have 150ms ping when a 30ms server is available is a poor experience that goes unnoticed in aggregate stats but remembered in the moment.

Gameye exposes server regions across 21 providers specifically so matchmakers can select the lowest-ping server for each group of players rather than defaulting to a single region.

See also: Latency · Jitter · Server Regions · Matchmaker

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