3/27/2022»»Sunday

L Online Lag

3/27/2022
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Horrible FPS lag in multiplayer, no lag in single For some dumbass reason, everytime i try to play online, there is horrible FPS. Whenever I try to play single, I get no lag on high settings and even if I do reduce the settings on multiplayer it lags just as much but looks likes crap. A time lag or a lag of a particular length of time is a period of time between one event and another related event. There's a time lag between infection with HIV and developing AIDS. Our new online dictionaries for schools provide a safe and appropriate environment for children. And best of all it's ad free, so sign up now and start using.

Vsync adds input lag in online games. Many of you will be playing GTA Online and thus it’s going to be really hard for you guys to play with the input lag. Lag definition is - one that lags or is last. How to use lag in a sentence. Synonym Discussion of lag.

(Redirected from Lag (online gaming))

In online gaming, lag is a noticeable delay (latency) between the action of players (input) and the reaction of the server supporting the game, which has to be sent back to the client.

The player's ability to tolerate lag depends on the type of game being played. For instance, a strategy game or a turn-based game with a slow pace may have a high threshold or even be mostly unaffected by high lag. A game with twitch gameplay such as a first-person shooter with a considerably faster pace may require a significantly lower lag to provide satisfying gameplay.

Ping time[edit]

Ping time is the network delay for a round trip between a player's client and the game server as measured with the ping utility or equivalent. Ping time is an average time measured in milliseconds (ms).[citation needed] The lower one's ping is, the lower the latency is and the less lag the player will experience. High ping and low ping are commonly used terms in online gaming, where high ping refers to a ping that causes a severe amount of lag; while any level of ping may cause lag, severe lag is usually indicated by a ping of over 100 ms.[1] This usage is a gaming cultural colloquialism and is not commonly found or used in professional computer networking circles. In games where timing is key, such as first-person shooter and real-time strategy games, a low ping is always desirable, as a low ping means smoother gameplay by allowing faster updates of game data between the players' clients and game server.

High latency can cause lag. Game servers may disconnect a client if the latency is too high and may pose a detriment to other players' gameplay. Similarly, client software will often mandate disconnection if the latency is too high. High ping may also cause servers to crash due to instability.

In some first-person shooter games, a high ping may cause the player to unintentionally gain unfair advantages, such as disappearing from one location and instantaneously reappearing in another, simulating the effect of teleportation, thus making it hard for other players to judge their character's position and subsequently making the player much more difficult to target. To counter this, many game servers automatically kick players with a ping higher than average. Conversely, a high ping can make it very difficult for the player to play the game due to negative effects occurring, making it difficult for the player to track other players and even move their character.

Rather than using the traditional ICMP echo request and reply network packets to determine ping times, video game programmers often build their own latency detection into existing game packets (usually based on the UDP protocol) instead.

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Some factors that might affect ping include: communication protocol used, Internet throughput (connection speed), the quality of a user's Internet service provider and the configuration of firewalls. Ping is also affected by geographical location. For instance, if someone is in India, playing on a server located in the United States, the distance between the two is greater than it would be for players located within the US, and therefore it takes longer for data to be transmitted. However, the amount of packet-switching and network hardware in between the two computers is often more significant. For instance, wireless network interface cards must modulate digital signals into radio signals, which is often more costly than the time it takes an electrical signal to traverse a typical span of cable. As such, lower ping can result in faster Internet download and upload rates.

Causes[edit]

A simplified game architecture

While a single-player game maintains the main game state on the local machine, an online game requires it to be maintained on a central server in order to avoid inconsistencies between individual clients. As such, the client has no direct control over the central game state and may only send change requests to the server, and can only update the local game state by receiving updates from the server. This need to communicate causes a delay between the clients and the server, and is the fundamental cause behind lag. While there may be numerous underlying reasons for why a player experiences lag, they can be summarized as insufficient hardware in either the client or the server, or a poor connection between the client and server.[2]

Hardware related issues cause lag due to the fundamental structure of the game architecture. Generally, games consist of a looped sequence of states, or 'frames'. During each frame, the game accepts user input and performs necessary calculations (AI, graphics etc.). When all processing is finished, the game will update the game state and produce an output, such as a new image on the screen and/or a packet to be sent to the server. The frequency at which frames are generated is often referred to as the frame rate. As the central game state is located on the server, the updated information must be sent from the client to the server in order to take effect. In addition, the client must receive the necessary information from the server in order to fully update the state. Generating packets to send to the server and processing the received packets can only be done as often as the client is able to update its local state. Although packets could theoretically be generated and sent faster than this, it would only result in sending redundant data if the game state cannot be updated between each packet. A low frame rate would, therefore, make the game less responsive to updates and may force it to skip outdated data.

Conversely, the same holds true for the server. The frame rate (or tick rate) of the server determines how often it can process data from clients and send updates.This type of problem is difficult to predict and compensate for. Apart from enforcing minimum hardware requirements and attempting to optimize the game for better performance, there are no feasible ways to deal with it.

Perhaps the most common type of lag is caused by network performance problems. Losses, corruption or jitter (an outdated packet is in effect a loss) may all cause problems, but these problems are relatively rare in a network with sufficient bandwidth and no or little congestion. Instead, the latency involved in transmitting data between clients and server plays a significant role. Latency varies depending on a number of factors, such as the physical distance between the end-systems, as a longer distance means additional transmission length and routing required and therefore higher latency. Routing over the Internet may be extremely indirect, resulting in far more transmission length (and consequent latency) than a direct route, although the cloud gaming service OnLive has developed a solution to this issue by establishing peering relationships with multiple Tier 1 network Internet Service Providers and choosing an optimal route between server and user.[3] In addition, insufficient bandwidth and congestion, even if not severe enough to cause losses, may cause additional delays regardless of distance. As with the hardware issues, packets that arrive slowly or not at all will make both the client and server unable to update the game state in a timely manner.

Online game systems utilizing a wireless network may be subject to significant lag, depending on the architecture of the wireless network and local electromagnetic interference impacting that network. Electromagnetic interference (e.g. from a microwave oven) can cause transmitted packets to be lost, requiring a retransmission which incurs latency. Although radio propagation through the air is faster than light through an optical fiber, wireless systems are often shared among many users and may suffer from latency incurred due to network congestion, or due to network protocols that introduce latency.

Effects[edit]

The noticeable effects of lag vary not only depending on the exact cause, but also on any and all techniques for lag compensation that the game may implement (described below). As all clients experience some delay, implementing these methods to minimize the effect on players is important for smooth gameplay. Lag causes numerous problems for issues such as accurate rendering of the game state and hit detection.[4] In many games, lag is often frowned upon because it disrupts normal gameplay. The severity of lag depends on the type of game and its inherent tolerance for lag. Some games with a slower pace can tolerate significant delays without any need to compensate at all, whereas others with a faster pace are considerably more sensitive and require extensive use of compensation to be playable (such as the first-person shooter genre). Due to the various problems lag can cause, players that have an insufficiently fast Internet connection are sometimes not permitted, or discouraged from playing with other players or servers that have a distant server host or have high latency to one another. Extreme cases of lag may result in extensive desynchronization of the game state.

Lag due to an insufficient update rate between client and server can cause some problems, but these are generally limited to the client itself. Other players may notice jerky movement and similar problems with the player associated with the affected client, but the real problem lies with the client itself. If the client cannot update the game state at a quick enough pace, the player may be shown outdated renditions of the game, which in turn cause various problems with hit- and collision detection.[5] If the low update rate is caused by a low frame rate (as opposed to a setting on the client, as some games allow), these problems are usually overshadowed by numerous problems related to the client-side processing itself. Both the display and controls will be sluggish and unresponsive. While this may increase the perceived lag, it is important to note that it is of a different kind than network-related delays. In comparison, the same problem on the server may cause significant problems for all clients involved. If the server is unable or unwilling to accept packets from clients fast enough and process these in a timely manner, client actions may never be registered. When the server then sends out updates to the clients, they may experience freezing (unresponsive game) and/or rollbacks, depending on what types of lag compensation, if any, the game uses.

Lag due to network delay is, in contrast, often less of a problem. Though more common, the actual effects are generally smaller, and it is possible to compensate for these types of delays. Without any form of lag compensation, the clients will notice that the game responds only a short time after an action is performed. This is especially problematic in first-person shooters, where enemies are likely to move as a player attempts to shoot them and the margin for errors is often small.

Solutions and lag compensation[edit]

There are various methods for reducing or disguising delays, though many of these have their drawbacks and may not be applicable in all cases. If synchronization is not possible by the game itself, the clients may be able to choose to play on servers in geographical proximity to themselves in order to reduce latencies, or the servers may simply opt to drop clients with high latencies in order to avoid having to deal with the resulting problems. However, these are hardly optimal solutions. Instead, games will often be designed with lag compensation in mind.[6]

Many problems can be solved simply by allowing the clients to keep track of their own state and send absolute states to the server or directly to other clients.[7] For example, the client can state exactly at what position a player's character is or who the character shot. This solution works and will all but eliminate most problems related to lag. Unfortunately, it also relies on the assumption that the client is honest. There is nothing that prevents a player from modifying the data they send, directly at the client or indirectly via a proxy, in order to ensure they will always hit their targets. In online games, the risk of cheating may make this solution unfeasible, and clients will be limited to sending relative states (i.e. which vector it moved on or shot in).

Client-side[edit]

As clients are normally not allowed to define the main game state, but rather receive it from the server, the main task of the client-side compensation is to render the virtual world as accurately as possible. As updates come with a delay and may even be dropped, it is sometimes necessary for the client to predict the flow of the game. Since the state is updated in discrete steps, the client must be able to estimate a movement based on available samples. Two basic methods can be used to accomplish this; extrapolation and interpolation.[7]

Lag

Extrapolation is an attempt to estimate a future game state. As soon as a packet from the server is received, the position of an object is updated to the new position. Awaiting the next update, the next position is extrapolated based on the current position and the movement at the time of the update. Essentially, the client will assume that a moving object will continue in the same direction. When a new packet is received, the position may be corrected slightly.

Interpolation works by essentially buffering a game state and rendering the game state to the player with a slight, constant delay. When a packet from the server arrives, instead of updating the position of an object immediately, the client will start to interpolate the position, starting from the last known position. Over an interpolation interval, the object will be rendered moving smoothly between the two positions. Ideally, this interval should exactly match the delay between packets, but due to loss and variable delay, this is rarely the case.

Both methods have advantages and drawbacks.

  • Interpolation ensures that objects will move between valid positions only and will produce good results with constant delay and no loss. Should dropped or out-of-order packets overflow the interpolation buffer the client will have to either freeze the object in position until a new packet arrives, or fall back on extrapolation instead. The downside of interpolation is that it causes the world to be rendered with additional latency, increasing the need for some form of lag compensation to be implemented.
  • The problem with extrapolating positions is fairly obvious: it is impossible to accurately predict the future. It will render movement correctly only if the movement is constant, but this will not always be the case. Players may change both speed and direction at random. This may result in a small amount of 'warping' as new updates arrive and the estimated positions are corrected, and also cause problems for hit detection as players may be rendered in positions they are not actually in.

Often, in order to allow smooth gameplay, the client is allowed to do soft changes to the game state. While the server may ultimately keep track of ammunition, health, position, etc., the client may be allowed to predict the new server-side game state based on the player's actions, such as allowing a player to start moving before the server has responded to the command. These changes will generally be accepted under normal conditions and make delay mostly transparent. Problems will arise only in the case of high delays or losses, when the client's predictions are very noticeably undone by the server. Sometimes, in the case of minor differences, the server may even allow 'incorrect' changes to the state based on updates from the client.

Server-side[edit]

Watch Online L Lag Gaye

Unlike clients, the server knows the exact current game state, and as such prediction is unnecessary. The main purpose of server-side lag compensation is instead to provide accurate effects of client actions. This is important because by the time a player's command has arrived time will have moved on, and the world will no longer be in the state that the player saw when issuing their command. A very explicit example of this is hit detection for weapons fired in first-person shooters, where margins are small and can potentially cause significant problems if not properly handled.

Rewind time[edit]

Another way to address the issue is to store past game states for a certain length of time, then rewind player locations when processing a command.[7] The server uses the latency of the player (including any inherent delay due to interpolation; see above) to rewind time by an appropriate amount in order to determine what the shooting client saw at the time the shot was fired. This will usually result in the server seeing the client firing at the target's old position and thus hitting. In the worst case, a player will be so far behind that the server runs out of historical data and they have to start leading their targets.

This is a WYSIWYG solution that allows players to aim directly at what they are seeing. But the price is an aggravation of the effects of latency when a player is under fire: not only does their own latency play a part, but their attacker's too. In many situations, this is not noticeable, but players who have just taken cover will notice that they carry on receiving damage/death messages from the server for longer than their own latency can justify. This can lead more often to the (false) impression that they were shot through cover and the (not entirely inaccurate) impression of 'laggy hitboxes'.[7]

One design issue that arises from rewinding is whether to stop rewinding a dead player's lagged commands as soon as they die on the server, or to continue running them until they 'catch up' to the time of death. Cutting compensation off immediately prevents victims from posthumously attacking their killers, which meets expectations, but preserves the natural advantage of moving players who round a corner, acquire a target and kill them in less time than a round trip to the stationary victim's client.

Rewinding can be criticised for allowing the high latency of one player to negatively affect the experience of low-latency players. Servers with lag compensation will sometimes reduce the length of player history stored, or enforce ping limits, to reduce this problem.

Trust clients[edit]

It is possible for clients to tell the server what they are doing and for the server to trust the data it receives. This method is avoided if at all possible due to its susceptibility to cheating: it is a simple matter to route network data through a second computer which inserts fabricated hit messages or modifies existing ones, a technique which cannot be detected by anti-cheat tools.[7]

However, the sheer scale of some games makes computationally expensive solutions like rewinding impossible. In Battlefield 3, for example, a 'hybrid hit detection' system is used where clients tell the server that they hit and the server performs only a vague test of plausibility before accepting the claim.[8]

L Online Lag

Trusting a client's results otherwise has the same advantages and disadvantages as rewinding.

Make clients extrapolate[edit]

A less common lag solution is to do nothing on the server and to have each client extrapolate (see above) to cover its latency.[9] This produces incorrect results unless remote players maintain a constant velocity, granting an advantage to those who dodge back and forth or simply start/stop moving.

Extended extrapolation also results in remote players becoming visible (though not vulnerable) when they should not be: for example if a remote player sprints up to a corner then stops abruptly at the edge, other clients will render them sprinting onward, into the open, for the duration of their own latency. On the other side of this problem, clients have to give remote players who just started moving an extra burst of speed in order to push them into a theoretically-accurate predicted location.

Design[edit]

It is possible to reduce the perception of lag through game design. Techniques include playing client-side animations as if the action took place immediately, reducing/removing built-in timers on the host machine, and using camera transitions to hide warping.[10]

Cloud gaming[edit]

Cloud gaming is a type of online gaming where the entire game is hosted on a game server in a data center, and the user is only running a thin client locally that forwards game controller actions upstream to the game server. The game server then renders the next frame of the game video which is compressed using low-lag video compression and is sent downstream and decompressed by the thin client. For the cloud gaming experience to be acceptable, the round-trip lag of all elements of the cloud gaming system (the thin client, the Internet and/or LAN connection the game server, the game execution on the game server, the video and audio compression and decompression, and the display of the video on a display device) must be low enough that the user perception is that the game is running locally.[3][11] Because of such tight lag requirements, distance considerations of the speed of light through optical fiber come into play, currently limiting the distance between a user and a cloud gaming game server to approximately 1000 miles, according to OnLive, the only company thus far operating a cloud gaming service.[12]There is also much controversy about the lag associated with cloud gaming. In multiplayer games using a client/server network architecture, the player's computer renders the game's graphics locally and only information about the player's in-game actions are sent to the server. For example, when the player presses a button, the character on-screen instantly performs the corresponding action. However, the consequences of the action such as an enemy being killed are only seen after a short delay due to the time taken for the action to reach the server. This is only acceptable as long as the response to the player's input is fast enough.

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When using cloud gaming, inputs by the player can lead to short delays until a response can be seen by them. Inputs must first be transmitted to the remote server, then the server must start rendering the graphics of the action being performed and stream the video back to the player over the network, taking additional time. Thus, the player experiences a noticeable delay between pressing a button and seeing something happen on-screen. Depending on the skill and experience of the player, this can cause disorientation and confusion similar to Delayed Auditory Feedback and hampers navigation and aiming in the game world. When rapidly inputting a long combination move, the on-screen character will not be synchronized with the button presses. This usually causes severe confusion in the player resulting in the failure of the combination move.

The extra input lag can also make it very difficult to play certain single player games. For example, if an enemy takes a swing at the player and the player is expected to block, then by the time the player's screen shows that the enemy has commenced attacking, the enemy would have already struck and killed the player on the server.

See also[edit]

References[edit]

  1. ^'How to Get Rid of Lag GeForce'. www.geforce.com. Retrieved 2018-09-13.
  2. ^Cronin, Eric; Filstrup, Burton; Anthony, Kurc. 'A Distributed Multiplayer Game Server System'(PDF). University of Michigan. Retrieved 16 July 2014.
  3. ^ ab'The Process of Invention: OnLive Video Game Service'. The FU Foundation School of Engineering & Applied Science (Columbia University). Retrieved 2010-01-23.
  4. ^Smith, Joshua. 'Distributed Game Architecture To Overcome System Latency'(PDF). United States Patent. Retrieved 16 July 2014.
  5. ^Claypool, Mark; Claypool, Kajal. 'Latency Can Kill: Precision and Deadline in Online Games'. Archived from the original on 29 June 2014. Retrieved 16 July 2014.
  6. ^Roelofs, Gregory. 'Compensating For Network Latency In A Multi-Player Game'(PDF). United States Patent. Retrieved 16 July 2014.
  7. ^ abcdeBernier, Yahn (2001). 'Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization'. Valve. Retrieved 17 September 2011.
  8. ^Kertz, Alan (December 11, 2011). 'Re: We need someone to create a guide for the new Network Interpolation Setting slider'. Retrieved 4 November 2013. BF3's hit model uses a combined client server model, a Hybrid Hit Detection. The client says to the server 'Hey, I shot him!' and the server does a check against the position of the two targets and determines if the player could reasonably have hit that target and then applies the damage.
  9. ^Gibson, John (5 December 2010). 'Re: Will HoS present the netcode disadvantages of UE3?'. Tripwire Interactive. Retrieved 18 September 2011.
  10. ^Aldridge, David (2011). 'I Shot You First: Networking the Gameplay of HALO: REACH'. Game Developers Conference 2011. GDC Vault.
  11. ^'D8 Video:OnLive demoed on iPad, PC, Mac, Console, iPhone'. Wall Street Journal. 2010-08-09. Retrieved 2010-08-19.
  12. ^'Beta Testing at the Speed of Light'. OnLive. 2010-01-21. Archived from the original on 2012-12-16. Retrieved 2010-01-23.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Lag&oldid=993460182'

  • 2012.11.28 12:03

UPDATED: 02.07.2019 20:20

Online games are very popular and almost all vidseo game developers have jumped on the boat to develop multiplayer online platforms. Reported lag and latency issues increase with the amount of players joining online games around the world.
How does an online game work, how is it possible to play with a friend 1000km away from your location? And why do some players experience lag, stuttering, flickering, freezing, disconnections or crashes in online games?
Which solutions exist to fix lag and latency issues in online games?


In this article we will try to give answers to all online video game lag and latency issues related to questions a gamer may have. We will provide images, graphs and statistics, list existing solutions to fix lag and latency issues and explain to you in detail how an online game network functions!

Based on facts, you will find out that fixing lag and latency issues is not magic but rather a complex task which will not always end in success. This is because there are numerous causes; you as a gamer do cannot influence on all parts of the online game network chain!

What is lag in online games?


Online game lag refers to a delay of actions, chat, movements, sound or screenplay. Lag can cause an online game to freeze or disconnect as well.
Lag can be caused by malfunctioning hardware, not meeting the system requirements, slow performing operating system, wrongly configured or corrupted processes, settings, entries or services. Old drivers or firmware, high conflict devices and game settings also cause online game lag.
A majority of lag issues are caused by the internet connection. The performance of your internet connection does depend on hardware (CPU, RAM, network card, adapters…), the processing speed of your operating system, settings made in your router or modem and of course the speed and quality of the line or signal from your ISP provider!

It is not always the internet connection *speed* what counts!!!


Each gaming system has its own requirements, if you have a download spead of atleast 3 Mgbps, upload speed of atleast 1 Mgbps and a ping rate under 150 ms (even though this is nowdays considered a big delay) you should be covered for most online video game servers. Of course, every game development company has different servers at different locations. Many factors play a role in your connectivity to an online server, such as: distance, your network speed, server load speed. For instance, Fortnite community claims that the minimum internet speed for Fornite should be 10 Mgbps.

If one of the included chains in the online game network suffers from a delay in sending and receiving data packages which contain game information, then the online game lags. The chain includes your end (computer, laptop or mobile device, the ISP, internet gateway and nodes), the datacenter connection of the game server and the game server itself.

What is latency in online games?


Online game latency refers to the time a data package needs to be sent or received from your computer, laptop or mobile device to a server or host computer located somewhere in the world and back.

In games where timing is key, primarily in first-person shooter games (FPS) and real-time strategy (RTS) a low ping is advisable and its a key to a smooth gameplay.

Latency also refers to the time local processes an online game needs to perform on your computer. For example, the time your graphic or audio cards need to update your screen or play a sound file.

Latency is measured in miliseconds (ms) so if your ping is 100 ms, that means it recently took 100 miliseconds for your computer to respond to a request from a game server.

How is the Online Game Network build up?


Online games require a network over the internet (internet network). All actions, movements, chats and so on are sent and received via servers and clients. In order to play an online game you will need a computer, laptop or mobile device and a router and/or modem.

You also need to have an active internet connection from an internet service provider (ISP) which is used to communicate with the game server (part of the online game network). There are the 3 major ENDS included. The Internet functions over gateways and nodes (big and fast datacenters/servers connecting countries and continents).
An Online Game Network includes:
A. Players computer
B. Router/Modem
C. Internet Service Provider
D. Gateways/Nodes
E. Datacenter or ISP where the game server is connected
F. The game server
A typical Online Game Network
(Image 1 & Online Game Network)
Explanation to the Typical Online Game Network Image Above:
1. Gamer 1's PC
2. Gamer's Router/Modem
3. Gamer's ISP
4.Internet Gateway/Nodes
5. Game server ISP
6. Game server
7. Gamer 2's ISP
8. Gamer 2's Router/Modem
9. Gamer 2's PC
As you can see in the picture of an 'Online Game Network' the network circle is quite complex and there is not always only one end causing lag or latency issues for gamers.

Let's make an example based on the picture (Online Game Network):

Player 1, located somewhere in South America (1. Gamer PC) is playing with Player 2 (2. Gamer PC) located in Russia in an online game. Both joined a huge virtual game world (realm) with thousands of players on a game server located in the United States.
Both signed up through Internet Service Provider (ISP e.g Comcast) and have a similar internet connection speed. Player 1 just got a new gaming computer and Player 2 has a five year old standard set-up computer. Let's play the online game now to understand latency and lag issues!
Player 1 enters the game world and adds Player 2, who was already playing the game for a while, to his contact list in order to chat with him. Both agree to meet in a specific location to hunt down beasts. After some traveling, Player 1 and Player 2 are virtually meeting. Now Player 1 can see on his screen that Player 2 walks to a big house in front of them.

So what's actually happening when Player 1 sees his mate walking to the house?

Look at the picture showing the process of sent and received data packages in an online game network.
1. Player 2's computer creates a data package containing the movement information
2. The computer sends the data package to the modem/router
3. The modem/router processes the command received from the computer
4. The modem sends the data package to the datacenter of Player 2's ISP
5. The ISP datacenter processes the data package and forwards it to the node or gateway
6. The internet node or gateway datacenter processes the data package and forwards it
7. The data package arrives at the ISP and/or datacenter of the game server
8. The game server processes the data package and sends a confirmation back to the sender and sends a data package with the movement information over the same network circle to Player 1
You've already got an idea of what's happening when you join a group of players and fight heavily against another team or NCP?

Sent & received data packages in an online game

(Image 2 & Sent and received data in a Online Game Network)

Where in the online game network can latency issues happen and cause lag?


Literally everywhere (see also the pie chart for the top 11 lag and latency causes) in the process a delay of the sent and received data packages can happen.
Sending and receiving data packages around the globe is very complex and requires many operators, datacenters, gateways and nodes. A solution to cover ALL possible issues is not available.
Lag & latency issues are a part of the nature of online gaming. But this does not mean that the latency or lag issues you individually suffer from cannot be fixed. (See image 5)
Possible causes of latency and lag in the network chain of an online game
(Image 3: possible latency and lag causes in an online game network)

What solutions are available to fix lag and reduce latency in online games?


If you have ever been affected by high latency and/or online game lag you probably have searched for solutions. As the online game market is quite huge and growing (currently around 2.2 bilion online gamers worldwide) many applications, tools, utilities and services claim to reduce latency and/or fix lag. Lately, even virus scanners want to be part of these solutions.

As already mentioned above, there is no solution available that will cover ALL possible causes! We analyzed and tested some of the more popular solutions claiming to fix lag and latency issues. As causes of latency issues and lag are very complex, most of the mentioned tools, applications and services have an impact (higher - less) on reducing latency and fixing lag. On the other hand, some sources are just self-claiming with no proof of results!

There are allways the simple manual steps you can try, but this wont ensure that your problem will be fixed:

• Make sure you meet the minimum hardware requirement for the game you are playing.

• Update your graphic card drivers, as they can often alter your gameplay.

• Check your network hardware (modem, cables), outdated equipment will malfunction.

• Scan your computer for viruses and search for softwares using necessary bandwidth, then turn them off.

• Make sure none of your mobile devices arent updating their applications or downloading something.

Turn off torrent seeding

Here is a column chart of the top 12 lag & latency fixing solutions with high to little impact:


(Column chart 1: lag & latency fixing solutions)
Lag and latency solutions:
1. The Online Game Booster - LATENCY OPTIMIZER 4 can be found here
2. A Signal Boosters can be found here
3. A Game Booster can be found here
4. A Tunnel Service - WTFAST can be found here
5. Another Tunnel Service - BATTLEPING can be found here
6. A Game Proxy - tunnel service PINGBETTER can be found here
7. Another Tunnel Service SMOOTHPING: can be found here
8. An Internet Accelerator can be found here
9. A Junkfile Cleaner can be found here
10. A Disk Cleaner can be found here
11. A System Maintenance Tool can be found here
12. A Virus scanner can be found here
13. A Registry scanner can be found here
14. A WOW (World of Warcraft) Lag Fix tool can be found here (although newer wow expansions have integrated lag reduction tool).
You might have noticed that the Latency Optimizer 4 is on top of the list and we do understand that you might have a smile on your face, because we (Badosoft) are the developers of Latency Optimizer 4 (and previous versions). We are the only available solution that what will boost online games due to the fact that we cover a wide range of testing, optimizing and fixing tools while using the newest techniques.
Fixing lag and reducing latency in online games is not an easy task and most of the solutions have limited effects. Accelerating the internet connection speed, cleaning junk files, boosting your PC, lowering your ping, offering tunnel services/game proxies or cleaning infected systems are all effective procedures.
All of the top 12 solutions we have tested have some kind of impact, though naturally some are more effective than others.

To give you a deeper insight into latency and lag causes, here is the TOP 11 pie chart:


(Pie chart 1: Top 11 lag and latency causes)
The pie graph shows the most common lag & latency causes in online games:
1. System Requirements
2. Hardware issues
3. Slow Operating System
4. Internet connection settings
5. Router / Modem
6. Internet Service Provider
7. Firewall / Virus-scanner
8. Internet Gateway / Nodes issues
9. Game Server
10. Old Drivers / Firmware
11. In-Game-Mechanics
If you look back to the top 12 lag and latency fixing solutions chart, you will recognize that all of the solutions are effective but the impact of solving major issues is mainly small.
Allow us to give an example where we will compare Latency Optimizer with a tunnel service or game proxy, just to show you where the impact of those 2 solutions lie. As you can see on the image 'Latency Optimizer vs. Tunnel services' you can see that Latency Optimizer works on the gamer's computer.

Game tunnel services and game proxies impact on gateways and or node issues!!


A tunnel service or proxy influence on latency issues caused by gateways and/or nodes.

You will still need to have your computer in top condition, your internet connection optimized and properly setup, a stable and fast line or signal from your Internet Service Provider and last but not least no lag or latency issues caused from the game server. That does not mean that a tunnel service will not help a player whose ISP suffers from gateway or node issues. But these are firstly the issues your ISP needs to fix!

The tunnel or game proxy uses other gateways or nodes as your ISP might do!
(Image 4: Lag and latency fixing the impact of a tunnel service)
Latency Optimizer has a high impact when it comes to the computer's system performance and involves tweaking and tuning your internet connection.
Furthermore, Latency Optimizer is the only online game booster available that includes testing and troubleshooting tools as well. Latency Optimizer assists you with getting the highest performance of sent and received data packages through the online game network.
Of course it must be said that this software cannot do magic! But it is the only lag fix and latency reduction solution available that covers a wide range of cleaning, tweaking, tuning, optimizing and testing tools.

Latency Optimizer impacts on latency and lag issues in online game networks


(Image 5: Lag & latency fixing impact of Latency Optimizer)
Latency Optimizer works mainly where the latency and lag issues exist! At the gamers END!

All online games are vulnerable to latency and lag issues!


Here is a bar chart of popular games and the reported lag and latency issues! Note that the popularity of the online games has an impact of the reported issues! As you can see on the bar chart, even the most popular online games have lagging players.
(Bar chart: Top online games with reported lag and/or latency issues)

Lag Fix Software


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