Latency, jitter and packet loss

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One garden, two continents

Kai plays Shard Garden in Sydney. Priya plays in London, in the same garden. When Kai plants a seed, it takes a moment to appear on Priya's screen.

Three numbers describe how a connection behaves.

Three numbers

Every online game is shaped by these:

Quick check

Which number says how much the delay changes from packet to packet?

  1. Jitter
  2. Latency
  3. Packet loss
Show the answer

Jitter

Latency is the delay itself. Jitter is how much that delay wobbles.

Distance has a floor

Sydney to London is about as far apart as two cities get. A signal needs time to cross that distance, and no code makes it travel faster.

A game cannot remove latency. It can only hide it, and the rest of this stage is how.

Steady beats fast

A steady 100 ms delay is easy to plan around. A delay that swings between 40 ms and 200 ms is harder: updates arrive in clumps, and movement stutters.

Games keep a small buffer of updates so they can play them out evenly, the way a video buffers before it plays.

Read the ping

ping.txt
reply 64 msreply 66 msreply 65 msreply 210 msreply 63 msno reply

Remy pings the London server from Sydney. What is wrong with this connection?

  1. A jitter spike and one lost packet
  2. The latency is always too high
  3. Nothing: every reply arrived
Show the answer

A jitter spike and one lost packet

Most replies take about 65 ms. One jumped to 210 ms, which is jitter, and one never came back, which is loss.

Make the network worse on purpose

Chrome DevTools can add a custom network profile with its own latency in milliseconds, packet loss and packet reordering.

Remy tests Shard Garden with one that feels like Sydney to London, without leaving the office.

Quick check

A faster CPU on the server removes the latency between Sydney and London.

Show the answer

False

Most of the delay is the distance the signal travels. A faster CPU only speeds up the work done once the data arrives.

What a game sends

Some data must arrive, like a purchase. Some is useless a moment later, like where a player stood 50 ms ago. The way a game sends each kind matters.

Bolt says: Next: UDP, TCP, WebSockets and WebTransport.

Fact-checked 12 October 2026