You ran a speed test. It looked great. So why is your game lagging?
Speed tests answer one question: how fast can you move a chunk of data to a nearby test server? Your game asks something different… it sends tiny packets many times a second, and each needs to land on time and in order so the server knows where you are.
A connection can be great at hauling big data and still be shaky at that back and forth, which is the gap nobody explains when your ping feels worse than your plan suggests.
Packet loss is the silent killer of smooth gameplay
Packet loss is data you sent, or data heading to you, that just doesn't arrive. It can happen on your Wi-Fi, your modem, or further out on your provider's network.
Getting a bit sick of the rubber banding?
You'd barely notice small packet loss browsing or streaming, but in a fast-paced shooter, it's different. When packets go missing, the game either freezes your position and corrects it a moment later (this is the rubber banding you've probably seen), or it drops the input entirely so a shot doesn't register.
K… but how much packet loss is too much?
Loss under 1% generally goes unnoticed, but once it climbs past 2%, players start feeling it, and a study out of Academia Sinica in Taiwan found average playtime in an online multiplayer session drops by more than half once packet loss exceeds 1%.
What jitter does to your game
Jitter isn't the ping number itself. It's how much that number moves around over time. Testing tools like PacketProbe put jitter under 30ms in the good range for gaming, with anything over 50ms flagged as problematic, since a connection swinging around like that causes stuttering and rubber banding even when average ping looks fine.
This is why "my ping's fine" doesn't tell the whole story… games need predictability more than a low number. When latency keeps jumping, the server can't pin down where you actually were in that split second, which causes getting hit after you've already taken cover. Jitter tends to come from unstable routing, peak hour congestion, or a connection type like FTTN that's more prone to variability than fibre.
Why your game traffic takes a different road than your speed test
Speed tests connect to a close, lightly loaded server. Your game traffic takes a completely different road, often through several network exchanges, before reaching the real game server, which might be interstate or overseas depending on the title.
So what's going on between you and the server?
This shows up clearly in ACCC-verified testing, where Superloop recorded just 8.5ms average latency during the 7pm–11pm peak period (which is exactly when routing quality matters most!).
When it’s actually a CG-NAT or port issue
While loss and jitter have copped a fair amount of blame in this article so far, they aren't always the problem. Sometimes it's just connectivity.
CG-NAT won’t make a difference for most gamers
For the majority of gamers, CG-NAT makes no difference at all. It's the standard technology nearly every nbn® provider uses to share a public IP address, and it has little to no effect on your ping, your matchmaking or your ability to play. If your games are running fine, there's nothing here you need to worry about.
CG-NAT is worth investigating
Here are some signs that you need to look into your CG-NAT: