Guide

Ping, Latency and Server Location for Game Servers Explained

By the ChicagoServers team · Updated · 7 min read

Ping is the round-trip time, in milliseconds, between your PC and the game server. For most survival, co-op and building games, a steady ping under about 60 ms feels fine, and anything under 100 ms is workable. Fast PvP gunfights want lower. The part you can't change with settings is physical distance, which sets a hard minimum.

This guide explains the terms people mix up (ping, latency, jitter, packet loss), what numbers are playable, how server location and routing affect them, how to measure your own connection, and which problems a hosting provider can and can't fix.

Quick answer
  • Ping is round-trip time. Jitter is how much it varies, and packet loss is data that never arrives. Jitter and loss often hurt more than a slightly higher average ping.
  • Rough guide: under 30 ms is excellent, 30-60 ms is good, 60-100 ms is playable, and over 100 ms is frustrating for fast real-time games.
  • Light in fibre adds roughly 10 ms of round trip per 1,000 km of cable, so distance alone puts a floor under your ping. Real routes are longer than a straight line.
  • Test with ping, then tracert or pathping (Windows) or traceroute/mtr (macOS/Linux). Loss that starts at one hop and continues to the last hop is real. Loss at a single middle hop usually isn't.
  • A host can fix location, server-side lag and attack traffic. It can't fix your Wi-Fi, your ISP's routing or the speed of light.
On this page
  1. What ping, latency, jitter and packet loss mean
  2. What ping is playable?
  3. How server location affects ping
  4. How to test ping and trace the route to your server
  5. What a host can and can't fix
  6. Frequently asked questions
  7. References

What ping, latency, jitter and packet loss mean

Latency is the time data takes to get from one point to another. Round-trip time (RTT) is the time for a request to go out and the answer to come back, which is double the one-way latency (Cloudflare's explainer uses the same definition). The ping you see on a scoreboard or in the server browser is a round-trip figure.

TermWhat it measuresWhat it feels like when it is bad
Ping / RTTTime for a packet to reach the server and return, in msDelayed reactions: you shoot, then the hit registers late; doors and chests open after a pause
JitterHow much the ping changes from one moment to the nextRubber-banding and inconsistent hit registration, even when the average ping looks fine
Packet lossPercentage of packets that never arriveStutters, items snapping back, players teleporting, and eventually disconnects

A connection that sits at a steady 70 ms is usually easier to play on than one that averages 35 ms but spikes to 200 ms every few seconds. When someone says "my ping is fine but the game lags", jitter or loss is the first thing to check.

What ping is playable?

There is no universal cut-off, but the commonly used bands (the same ones T-Mobile's gaming latency guide uses) look like this:

PingRatingWhat to expect
Under 30 msExcellentCompetitive shooters and fighting games feel instant
30-60 msGoodFine for nearly everything, including most PvP
60-100 msPlayableA slight delay is noticeable in aim-heavy fights; fine for building, farming and PvE
Over 100 msFrustratingFast real-time games suffer; around 200 ms and up many become unplayable

Genre matters. Co-op survival, crafting and base-building games forgive a lot more than a game where you win or lose on the first shot. Hosts of PvP servers hear about ping first because a 40 ms difference decides gunfights, while on a friends-only building server nobody notices 80 ms.

How server location affects ping

Light travels through optical fibre at about two-thirds of its vacuum speed, roughly 200,000 km/s. That works out to about 5 microseconds per km one way, or about 10 microseconds per km for a round trip, so 1,000 km of cable costs you around 10 ms of ping (see the GEANT propagation delay note). No hardware upgrade removes that.

Cables don't run in straight lines and every router adds a little processing time, so real pings land above the physical floor. As a reference, Cloudflare gives roughly 5-10 ms for users about 100 miles from a data centre and roughly 40-50 ms for users about 2,200 miles away. The table below is the straight-line floor from Chicago, rounded; treat real-world numbers as that floor plus 10-40 percent or more, depending on the route.

From Chicago toStraight-line distancePhysical minimum round trip
Atlantaabout 590 mi / 950 kmabout 9 ms
New York Cityabout 710 mi / 1,145 kmabout 11 ms
Dallasabout 805 mi / 1,295 kmabout 13 ms
Denverabout 920 mi / 1,480 kmabout 15 ms
Miamiabout 1,190 mi / 1,920 kmabout 19 ms
Seattleabout 1,730 mi / 2,790 kmabout 28 ms
Los Angelesabout 1,740 mi / 2,800 kmabout 28 ms

That is the case for central US hosting. Chicago sits roughly in the middle of the country, so the East Coast, the South and the Mountain states are all within about 1,200 miles, and the West Coast is under 1,800. A group spread across both coasts gets a tolerable ping for everyone instead of one side getting excellent and the other poor. ChicagoServers hardware is in two Chicago facilities (Digital Realty at 680 S. Federal St and Equinix CH1 at 350 E. Cermak Rd), so this is the geography your players get.

How to test ping and trace the route to your server

Use the server's IP address from your control panel. Run each test for a minute or more, and again at the time of day when you normally play.

  1. Measure round-trip time and loss

    Open a terminal or Command Prompt. On Windows, -n sets the packet count; on macOS and Linux it is -c. Read the min/avg/max and the percentage lost.

    ping -n 50 SERVER_IP      (Windows)
    ping -c 50 SERVER_IP      (macOS / Linux)
  2. Trace the path

    Windows tracert lists every router between you and the server; /d skips name lookups so it finishes faster (Microsoft's tracert reference). On macOS and Linux use traceroute.

    tracert /d SERVER_IP
    traceroute -n SERVER_IP
  3. Measure loss per hop over time

    pathping on Windows sends repeated probes to every hop and reports loss for each router and link, then takes a minute or two to finish (Microsoft's pathping reference). On macOS and Linux, mtr does the same job if it is installed.

    pathping /n SERVER_IP
    mtr -rwc 100 SERVER_IP

How to read the output:

  • Look for where latency jumps. A big step between two hops in different cities is normal distance. A big step between hops in the same area, with high numbers carried all the way to the end, points at a congested link.
  • Loss that persists to the last hop is real. If hop 6 shows 30 percent loss but hops 7 through the server show none, that router is just deprioritising probes addressed to itself. Microsoft notes that routers that drop such packets may still forward other traffic normally.
  • Rows of * aren't automatically a problem. They mean a router didn't answer the probe, not that traffic isn't passing through it.
  • Some servers don't answer ping at all. If ping times out but the game connects, trust the in-game ping instead.

What a host can and can't fix

Separating network lag from server lag saves a lot of guessing. If everyone's ping is low but the game stutters, entity counts are high or the world is heavy, the problem is on the server. If ping or loss is bad for one player only, it is usually on their side of the connection.

A host canA host can't
Place the server near your players (location)Make light travel faster, or shorten the distance between you and the data centre
Keep the machine from being overloaded: ask whether the host oversells its nodes or caps CPU and RAM.Fix your Wi-Fi, a congested home router or a saturated upload
Absorb attack traffic that would otherwise cause spikes. 40Gbps DDoS protection is includedControl how your ISP hands traffic off to other networks
Show you server health: the server's CPU, memory and player count help you tell server lag from network lagMake a badly written plugin or an enormous world cheaper to simulate

On your side, the usual fixes are a wired connection instead of Wi-Fi, pausing cloud backups and large uploads while you play, and trying a different time of day if the trace shows congestion. A VPN occasionally finds a better route around a bad ISP handoff, but more often it adds distance, so test with and without it.

Frequently asked questions

What is a good ping for a game server?

Under 60 ms is good for almost every game, and under 30 ms is excellent for competitive shooters. For building, farming and PvE, 60-100 ms is playable. Steady beats low: spikes and packet loss hurt more than a moderately higher, stable ping.

Why is my ping high even though the server is close?

Distance isn't the only factor. Wi-Fi, a busy home network, your ISP's routing or a VPN can all add latency. Run a traceroute or pathping to see where the delay builds up, and check the server's CPU and player graphs to rule out server-side lag.

Is ping the same as latency?

In practice, yes. Strictly, latency can mean one-way delay, while ping (round-trip time) is the out-and-back measurement that games and tools display, so it is about double the one-way figure.

Does a VPN lower ping?

Rarely. A VPN adds a hop and often extra distance. It can help only when your ISP's normal route to the server is unusually poor, so compare the ping with and without it before settling on one.

References