Packet loss in games: causes and fixes

Rubber-banding with a low ping is packet loss: how it differs from ping, the common causes (Wi-Fi, a busy line, cables, routers, ISP congestion), testing with WinMTR or mtr, reading the hops, fixing your side, and reporting the route.

  • 1:10 video
  • English captions & transcript
  • 4 November 2026

Transcript

The full narration, chapter by chapter. Click a time to play the video from there.

Intro

Rubber-banding and warping, even with a low ping? That's usually packet loss, not lag. Here's how to find it, and fix it.

Ping vs loss

Ping is how long a packet takes. Packet loss is packets that never arrive. Even 2–5% loss makes the game keep correcting your position.

Causes

Wi-Fi is the number one cause. Then a busy connection, with downloads or streams, a faulty cable or router, and congestion at your provider in the evening.

Testing

To test it, run WinMTR on Windows, or mtr on Linux, to your server's IP for a few minutes. It shows loss at every hop.

Reading the hops

Loss at one middle hop that clears by the end is usually harmless. Loss that starts and stays to the last hop is real.

Fix your side

Fix your side first. Use a cable instead of Wi-Fi, pause downloads, swap the cable and router port, and restart the router.

The route

If your local hops are clean and the loss is near the server, it's the route. Send the WinMTR to your host so they can check the path.

Recap

Wire it, test it, send the proof. Game server hosting at esagames.ro.

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