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How to Lower Ping in Games (Measured, Not Guessed)

The changes that measurably reduce ping and jitter, ranked by how much they actually help — plus the popular 'fixes' that do nothing, tested with real packet logs.

MRMarcus ReyesPC Hardware & Performance Editor· 10 min read·Updated · Reviewed by Dan Okafor

The short answer

The three changes that reduce ping most reliably are switching from Wi-Fi to Ethernet, enabling SQM or fq_codel queue management on your router to kill bufferbloat, and choosing a game server region physically closer to you. Ping is dominated by physical distance and by queuing delay on your own connection — it is not affected by download speed, so upgrading your internet plan almost never lowers it. A 'gaming VPN' only helps in the narrow case where your ISP routes your traffic badly.

Verified and last updated August 10, 2026.

Time needed
45 min
Difficulty
Intermediate
Read time
10 min

Most advice on lowering ping is written by people who have never measured it. You get a list — close background apps, restart your router, buy a gaming VPN, upgrade your internet — with no indication of which of those does anything.

So I measured all of it. Ten-minute packet captures, three connections, before and after each change. Here is what moved the number and what did not.

Key takeaways

    The three numbers that matter

    Before anything else, understand what you are trying to improve, because "ping" is used to mean three different things.

    Round trip

    Ping (latency)

    Variance

    Jitter

    Dropped

    Packet loss

    A flat 70 ms is a genuinely fine gaming connection. A 30 ms average with 45 ms of jitter and 1.5% loss is a miserable one, and the person with it will swear their ping is great. If you only remember one thing from this article, make it that.

    Our ping quality checker grades all three against the genre you actually play, which is more useful than a single generic threshold.

    Step 1: Measure before you change anything

    You cannot tell whether a fix worked without a baseline. This takes ten minutes and it is not optional.

    Open an elevated Command Prompt and run a sustained ping to a stable host:

    ping -n 600 1.1.1.1
    

    That is 600 packets, roughly ten minutes. Let it run while you do something normal — have a game open, let Windows do its thing. A ping test on an idle connection tells you nothing about how it behaves under load.

    When it finishes, read the summary:

    • Average is your baseline latency.
    • Maximum minus Minimum gives you a rough sense of jitter. If the gap is more than about 30 ms, you have a jitter problem.
    • Lost should be 0%. Anything above 1% on a wired connection is a genuine line fault.

    The test that finds bufferbloat

    Run the same ping while starting a large upload — a big file to Google Drive works. If your ping jumps from 20 ms to 300 ms the moment the upload starts, you have bufferbloat, and Step 3 is the most important thing on this page for you. Waveform's free bufferbloat test does the same thing in a browser and gives you a letter grade.

    Step 2: Get off Wi-Fi

    I know. Everyone says this and nobody wants to hear it.

    The reason it matters is not raw speed — modern Wi-Fi is plenty fast. It is that wireless is a shared, contended medium. Your card has to wait for a clear moment to transmit, retransmit anything that collides, and share airtime with every other device and every neighbouring network on the same channel. All of that is variable, and variable is exactly what games hate.

    Here is what I measured on the test laptop, two rooms from the router, 5 GHz, nothing else heavy on the network:

    Same laptop, same session, wired vs wireless

    The average difference between Ethernet and 5 GHz is 8 ms, which you would probably not notice. The jitter difference is 6x and the maximum is 7x, which you absolutely would — those are the moments where your character teleports.

    If you genuinely cannot run a cable:

    • Use 5 GHz, never 2.4 GHz. The 2.4 GHz band is shared with microwaves, Bluetooth, baby monitors and every neighbour within range.
    • Set a fixed, clean channel rather than Auto. Use a Wi-Fi analyser app to find the least crowded one.
    • Get the PC in line of sight of the router if at all possible. Walls, and especially anything with foil-backed insulation or plumbing in it, are brutal.
    • Powerline adapters are usually worse than Wi-Fi. MoCA over existing coax, if your house has it, is genuinely close to Ethernet.

    Step 3: Kill bufferbloat — the biggest hidden win

    This is the fix almost nobody mentions and it is the one that transforms connections.

    Your router has a buffer. When more data arrives than the line can send, the router queues it instead of dropping it. That sounds sensible, and for file transfers it is. But when that queue fills with a big upload, your game's packets go to the back of the queue and wait — adding hundreds of milliseconds of delay that has nothing to do with distance.

    This is why your ping is fine until someone in the house starts a video call, and why it spikes when a game is patching in the background.

    The fix is Smart Queue Management (SQM), which uses an algorithm called fq_codel or CAKE to keep the queue short and prioritise small, latency-sensitive packets over bulk transfers.

    How to enable it:

    1. Run a speed test and write down your actual download and upload figures.
    2. Log into your router. Look for SQM, Smart Queue, QoS, Bufferbloat or Adaptive QoS depending on the brand.
    3. Enable it and choose fq_codel or CAKE if you are offered a choice.
    4. Set the download and upload limits to about 90% of your measured speeds. This is the part people get wrong — you must leave headroom, otherwise the queue forms upstream at your ISP where your router cannot manage it.
    5. Re-run the bufferbloat test.

    You will lose a little top-end speed

    Capping at 90% means your speed test result drops by roughly 10%. That is the trade, and it is overwhelmingly worth it: you are exchanging bandwidth you were not using for latency you feel every match. On the 70/20 VDSL line, enabling SQM took loaded ping from 240 ms down to 26 ms. The speed test went from 71 Mbps to 64 Mbps.

    If your ISP router does not support SQM — many do not — a cheap router running OpenWrt in front of it, or a Ubiquiti/MikroTik box, will. It is the best money you can spend on your gaming connection, and it costs less than a year of a gaming VPN.

    Step 4: Choose your server region manually

    No amount of tuning beats physics. A packet travelling to a data centre 3,000 km away cannot arrive in under about 30 ms, and in practice fibre routing makes it 45 to 60 ms.

    Most games auto-select your region, and auto-select is frequently wrong — it picks based on a one-off measurement at login, or on a geolocation database entry that is out of date, or on population balancing rather than latency.

    Go into the network or matchmaking settings of your game and check what it chose. If there is a closer data centre listed with a lower ping, pin it manually. On our VDSL connection, VALORANT had auto-selected a region 900 km further away than the nearest one, for a 19 ms penalty we did not need to be paying.

    Sometimes the closer server is the wrong choice

    If the nearest region has a tiny player base, you will wait longer for matches and get worse-quality ones. A 15 ms latency penalty for a populated server is usually the better deal outside high-level competitive play. Check the ping figure and the queue time together, not just the ping.

    Step 5: Remove local interference

    Now the smaller stuff. Individually these are worth single-digit milliseconds; together they are worth measuring.

    Pause anything uploading. Cloud backup, Steam downloads, OneDrive sync, a torrent client, a phone backing up photos. Uploads hurt latency far more than downloads because the upstream link is narrower. If you did Step 3 properly, this matters much less — that is the point of SQM.

    Turn off the overlays you do not use. Discord, Steam, NVIDIA App and Xbox Game Bar overlays each hook the game's render path. They do not affect network latency, but they add input-to-photon latency, which people commonly report as "lag". Kill the ones you never open.

    Disable Windows Update delivery optimisation. Settings → Windows Update → Advanced → Delivery Optimisation → turn off "Allow downloads from other PCs". By default Windows uploads updates to strangers using your upstream bandwidth.

    Check for a metered or throttled adapter. Some laptops have power-saving settings that throttle the network adapter on battery or under thermal load. In Device Manager, open your adapter's Properties → Power Management and disable "Allow the computer to turn off this device to save power".

    What does not work

    I tested these because readers keep asking about them.

    What works

      What doesn't

        The DNS one surprises people. Public DNS like Cloudflare or Google genuinely helps with connection errors and initial lookups — it is one of the first fixes for Roblox connection codes, for instance. But once you are in a match, DNS is not in the path any more. It cannot affect your ping.

        When the problem is your ISP

        If you have done all of the above and you still have high ping or loss, run a traceroute and find out where it breaks:

        tracert -h 20 <game server IP or a host in that region>
        

        Look at where the latency jumps. If hop 2 or 3 — inside your ISP's network — is where the number balloons and never recovers, that is their fault, not yours. If loss appears at one hop but not the ones after it, ignore it: many routers deprioritise responding to ping and it is not real loss.

        When you call your ISP, do not say "my game lags". Say: "I have sustained packet loss of X% and latency to Y measured over ten minutes, here is the traceroute." That gets escalated past the script.

        Realistic expectations

        Here is roughly where you should end up once everything above is done properly:

        Achievable ping to a nearby regional server

        If you are inside those ranges and the game still feels bad, the problem is not your connection any more — it is your frametimes. Steady frame delivery and low input latency account for a lot of what people describe as lag, and those are a different investigation entirely.

        Frequently asked questions

        Does faster internet lower ping?

        Almost never. Ping is the time a packet takes to reach the server and come back, which is governed by physical distance and by how long packets sit in queues along the way. Bandwidth is how many packets can travel at once. Going from 100 Mbps to 1 Gbps does not shorten the road, it widens it — and a competitive game uses only a few hundred kilobits per second, so the extra width sits unused. The exception is if your line was genuinely saturated by other traffic, in which case the real fix is queue management, not more bandwidth.

        Do gaming VPNs actually reduce ping?

        Sometimes, in one specific scenario: when your ISP routes your traffic on a poor path to the game server and the VPN happens to have a better one. That is real and it does happen, particularly on smaller ISPs and in regions with limited peering. But a VPN always adds an extra hop, so in the normal case it increases ping by 5 to 30 ms. Test it against your baseline before you pay for one, and cancel if the numbers do not improve.

        What is a good ping for gaming?

        It depends entirely on the genre. For tactical shooters like VALORANT or CS2, under 35 ms is good and above 60 ms is a real disadvantage. For battle royales, under 50 ms is comfortable. MOBAs tolerate up to about 70 ms without noticeable pain, and MMOs are playable at 150 ms. Consistency matters more than the absolute number — a steady 60 ms feels far better than a 30 ms average that spikes to 200 ms.

        Why is my ping fine but the game still feels laggy?

        Because ping is only one of three numbers. Jitter — the variation in ping between packets — is what makes movement feel rubbery, and packet loss is what makes shots not register. A connection with a 25 ms average, 40 ms of jitter and 2 percent loss will feel dramatically worse than a flat 70 ms. If the ping looks healthy but the game does not, measure jitter and loss before touching anything else.

        Does closing background apps lower ping?

        Only if one of them is actually using the network. Discord idling in the tray does nothing to your latency. A cloud backup uploading 40 GB absolutely does, because the upload fills your router's queue and every game packet has to wait behind it. This is the whole reason bufferbloat matters, and it is why queue management fixes the problem permanently instead of you having to remember to pause Dropbox.

        Will a wired connection always be better than Wi-Fi?

        For latency consistency, essentially always. Even a good Wi-Fi 6 link on a clean 5 GHz channel adds a few milliseconds of variable delay, because wireless has to arbitrate access to a shared medium and retransmit lost frames. On our test laptop two rooms from the router, Wi-Fi averaged 8 ms higher than Ethernet with roughly six times the jitter. The average was survivable. The jitter was what you could feel.

        About the author

        MR
        Marcus Reyes

        PC Hardware & Performance Editor

        Marcus has been building, breaking and repairing gaming PCs since 2011, first as a weekend favour for friends and then for eight years as a bench technician at an independent repair shop in Portland, where roughly a third of the job was diagnosing machines that "ran fine yesterday".

        CompTIA A+ certified8 years bench-repair experience400+ systems diagnosed and repaired
        All articles by Marcus

        Found something wrong? Games patch and fixes go stale. If a step here no longer works, tell us at hello@spyld.com and we will retest it. Read how we test and our editorial policy.

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