What latency actually costs your server
Hosting is a geography decision first and a specification decision second, and every comparison page has that backwards.
Hosting is a geography decision first and a specification decision second, and every comparison page has that backwards.
Someone has to take the ping. Why the midpoint server is usually the worst option, and how much it matters game by game.
Why you get shot behind a wall, why you rubber-band, and why a steady 60ms connection beats a jumpy 30ms one. The client side of netcode, explained.
A player 300km away pings worse than one 2,000km away. The cause is BGP, hot-potato peering and a tunnel nobody told you about, not your hardware.
What ping actually measures, why jitter is often worse than a higher steady ping, why bandwidth will not fix it, and which parts are in your control.
Latency is decided by distance and routing, not bandwidth. How to find where your players are before picking a region, and what to do when they are split.