Genre guides5 min read

Ping, Latency and Servers in an MMO: What the ms Are and How to Improve Them

Ping is not frame rate: it is how long a message takes to reach the server and come back. What ping, jitter and packet loss measure, how prediction and lag compensation work in an MMO, what a good ping is and how to measure and improve your connection.

Render of the William's XASTER X escort snub, the smallest ship of the XASTER line
Render of our own ships, made in Blender. Not an in-game capture.

In short

  • Ping is the round-trip time of a message between your PC and the server, in milliseconds. It has no direct relation to frames per second: you can have 144 fps and a high ping, or the other way round.
  • Besides ping, jitter (how much it varies) and packet loss matter. A very steady 40 ms ping feels better than a 25 ms one that jumps around.
  • MMOs hide part of the latency with client-side prediction, interpolation and server-side lag compensation, but physics rules: about 100 km of route per millisecond of round trip, at the very least.
  • What most often improves a connection: a cable instead of Wi-Fi, not saturating the line while you play, choosing the nearest region and checking the router.

Ping is the time, in milliseconds, a message takes to go from your PC to the game server and back. In an MMO or an online survival game it decides when you see what happens in the world and when the world learns what you do. It has no direct relation to frames per second: you can play at 144 fps with a high ping, or at 40 fps with an excellent one. They are two different “ms”, and they are fixed by different things.

The terms, one by one

Term What it is What you notice when it is bad
Ping / network latency Round trip of a message to the server Actions that answer late; the world looks “delayed”
Jitter How much ping varies from one message to the next Choppy movement; ping that looks normal but feels bad
Packet loss Messages that do not arrive Teleports, actions that do not register
Bandwidth How much data per second fits Almost never the problem in games: they use little
Update rate (tick rate) How many times per second the server simulates A world that reacts more or less finely

Bandwidth is what providers advertise, and it is the least relevant for gaming: an online game uses a small fraction of a normal connection. What matters are latency, stability and packet loss.

A steady ping beats a low but unstable one

A constant 40 ms ping feels better than one that swings between 20 and 120 ms. The game client adapts to a constant latency; it cannot adapt to one that changes. So, besides the value, look at its variation. A saturated Wi-Fi connection, a background download or a router with full memory produce jitter.

Physics rules

Light in an optical fiber travels at about 200,000 km/s: that is about 200 km per millisecond one way, or about 100 km of route per millisecond of round trip. It means that over 1,500 km of route there are at least about 15 ms of ping from distance alone, not counting the equipment in between. Real routes are longer than a straight line, and each router adds something.

That is why the server region weighs so much. A server near you gives a low ping without you doing anything. When an MMO has a single persistent universe, players in distant regions have more ping, and no configuration of your PC fixes it.

How an MMO hides latency

Online games use techniques so that, at 50 ms of ping, the game does not feel 50 ms late:

  1. Client-side prediction. Your PC applies your actions instantly (moving, aiming) without waiting for the server, then reconciles what it predicted with what the server decided.
  2. Interpolation. Other characters are drawn by smoothing between the latest updates received, so you see others with a small deliberate delay.
  3. Lag compensation. For combat, the server “rewinds” the world for an instant to how you saw it when you fired, and resolves the hit with that. A shot well aimed on your screen counts even with ping.

The server keeps the truth (it is authoritative), and your machine makes it look smooth. But this has a cost: your CPU does more work (predicts, reconciles, interpolates), as covered in why MMOs and survival games depend on the CPU.

What counts as a good ping

An editorial guide, not a standard:

Ping Feel in an MMO
Under 30 ms Excellent
30 to 60 ms Very comfortable
60 to 100 ms Playable; noticeable in reflex combat
100 to 150 ms Noticeable; compensated by the game, but uncomfortable
Over 150 ms Hard for action; acceptable for calm activities

Slower-paced MMOs tolerate more ping than a team shooter; first-person combat, less.

How to measure it

  • The game’s own indicator, if it has one, is the most reliable: it measures to the real server.
  • ping in a Windows terminal toward an address gives an idea of the route. Use it in a test of about 60 seconds (for example ping -n 60 <address>) and look at the minimum, average and maximum: the gap between them is jitter.
  • pathping or tracert show where the traffic goes through and at which hop packets are lost or delayed.
  • Measure at different times: a ping that worsens at night is usually your provider’s congestion.

How to improve it

  1. Cable, not Wi-Fi. Ethernet removes most of the household jitter.
  2. Free the line. Downloads, cloud backups and high-quality video saturate the connection and spike the ping. Many routers have a queue-management feature (sometimes called SQM or smart QoS) that prevents that effect.
  3. Pick the nearest region if the game lets you.
  4. Restart the router now and then, and keep its firmware up to date.
  5. Talk to your provider if the ping to a destination is always bad at the same time or at a specific hop.
  6. Do not expect a VPN to fix it. It adds a hop; sometimes it improves a bad route, but normally it does not.

What does not improve ping: a faster processor, a more powerful graphics card or raising the frame rate. Those improve something else, frame time (see frames per second and milliseconds). And technologies that trim system latency, such as NVIDIA Reflex, act on the render chain, not the network; frame generation adds latency (when to use it).

Common mistakes

  • Confusing ping with fps. If you see the world “choppy” with a normal ping, look at packet loss, jitter or the CPU: average ping does not explain everything.
  • Blaming the PC for what belongs to the server. If several players notice the same thing at once, the origin is usually the server or the route, not your machine.
  • Measuring with a speed-test website. It measures bandwidth to a test server, not latency to the game’s server.
  • Leaving a download running. A background update can double your ping without you noticing until you play.

The case of COLONIZED

COLONIZED is a space survival MMO for PC with persistent dedicated servers (closed alpha applications open, first waves planned for winter 2026-2027, not yet playable). In the development build, every shot is resolved by the server with lag compensation. Server regions and latency targets have not been announced, and we have not published system requirements; we give no ping figures. What we have measured, on video memory and effect cost, is in our guide to optimizing Unreal Engine 5 games. When there are regions, they will be announced in the development diary.

Questions and answers

What is ping in online games?

It is the time, in milliseconds, a message takes to travel from your PC to the game server and back. A low ping means your actions reach the server early and you see changes in the world with little delay.

What is a good ping for an MMO?

As an editorial guide: under 50 ms is very comfortable, up to 100 ms is playable for almost everything, and above that it shows in combat. MMOs tolerate more ping than a competitive shooter, but stability matters as much as the value.

What is the difference between ping, latency and fps?

Ping is network latency, the round trip to the server. Fps is the frames your PC produces per second. They are independent: a high ping does not lower fps, and low fps does not raise ping, although both affect what you feel.

How can I lower my ping?

Connect by cable, close downloads and streams while you play, pick the nearest server, restart the router and check that your provider does not have a bad route to the server. A VPN only helps in specific cases of a bad route.

Sources

Third-party figures link to their source. The date is the publication date or, when there is none, the day we checked the page.

  1. PresentMon: capture of frame times and latencies · Intel (GameTechDev, GitHub) · 2026-10-22
  2. NVIDIA Reflex · NVIDIA · 2026-10-22