Performance and Lag

What is a Lag? Understanding Gaming Latency

Lag is a catch-all word for network delay, input delay and low frame rate. Learn how to tell them apart, how each is noticed and what can ease them.

On this page
  1. The short answer
  2. Kind one: network delay
  3. Kind two: input delay
  4. Kind three: low or uneven frame rate
  5. How to tell which one you have
  6. A word on expectations

The short answer

“Lag” is not one thing. It is a casual word players use for any time a game feels slow to respond or looks wrong, and it covers at least three different problems: delay on the network, delay between your input and what appears on screen, and a low or uneven frame rate. Latency is simply the technical word for delay. The useful question is therefore not “do I have lag?” but “which kind of delay is this?”

Each kind has different symptoms and a different remedy, so telling them apart saves a lot of fruitless tinkering.

Kind one: network delay

In an online game, your actions travel to a server and the result travels back. The time that round trip takes is called ping, and the article on what ping time really measures explains it in depth. A long or unstable trip causes network lag.

How it feels:

  • Other players seem to jump or teleport.
  • Your actions take a moment to be confirmed, or are undone (“rubber-banding”).
  • Shots that looked accurate seem not to count, a topic covered in the article on hit registration.
  • Problems affect many people in the same match, or come and go over time.

Network lag can come from distance to the server, a congested connection, a weak wireless signal or an overloaded home network. Variation in delay, called jitter, and lost data, covered in the article on packet loss, often feel worse than a steady, moderate delay. Games also run their world in steps, as explained in the article on tick rate, so the server’s update schedule is part of the story.

What can ease it: using a wired connection instead of wireless, reducing other heavy use of the network while playing, choosing a nearer server region where the game allows it, and restarting equipment if it has been misbehaving. Some causes lie outside your home, such as the provider’s network or the game’s servers, and cannot be fixed by you. Solo games that never go online have none of this.

Kind two: input delay

Input latency is the time between your physical action, such as pressing a button or moving a mouse, and the result appearing on your display. It is present even in a game that is completely offline.

The delay is the sum of many small steps:

  1. The controller or keyboard reads your input and sends it to the machine.
  2. The game processes the input in its next update.
  3. The graphics card draws a frame that includes the result.
  4. The frame is held or queued before being handed to the display.
  5. The display processes the image and updates its pixels.

None of these steps is instant, and each can be larger or smaller depending on hardware and settings. Wireless controllers, certain TV processing modes, synchronization settings and long queues of waiting frames can all add to it.

How it feels: the controls seem heavy, floaty or “mushy”, even though the picture is smooth and the connection is fine. Moving the camera feels like it is slightly behind your hand. It is most noticeable in fast games where timing matters, and many people hardly notice it in slower ones.

What can ease it:

  • Switch a television to its game mode, which skips extra image processing.
  • Review sync settings; classic V-Sync can add delay, a trade-off described in the article on screen tearing.
  • Use a wired controller or mouse if wireless seems to feel slower.
  • Raise the frame rate if you can, since more frequent updates usually shorten the wait.
  • Lower the number of frames the game is allowed to queue, if it offers that option.

Kind three: low or uneven frame rate

When the computer cannot draw frames fast enough, the picture looks choppy. This is not a delay between action and result so much as a picture that updates too seldom or at irregular intervals. A low frame rate also tends to raise input delay as a side effect, since the game checks your input and updates less often, which is why the two get blended together.

How it feels: motion looks like a slideshow or hitches in spots, especially during fast camera turns or busy scenes. It happens even in offline games and usually follows the busyness of the scene rather than the time of day. The guide to frame rate describes how smoothness and pacing are judged.

What can ease it: lowering demanding settings, reducing the resolution or using image upscaling, closing other programs, keeping the machine cool so that it does not throttle, and checking whether the processor or graphics card is the limiting part, as explained under hardware bottlenecks.

How to tell which one you have

A few quick questions usually point the right way:

  • Does it happen in offline play? If yes, the network is not the cause. Look to frame rate or input delay.
  • Is the picture choppy? That suggests frame rate. If the picture is smooth but your controls feel late, suspect input delay.
  • Do other players stutter or teleport while you are fine? That points toward the network or the other player’s connection.
  • Does it follow busy scenes? That suggests the hardware is struggling.
  • Does it come and go at set times of day? That may point to the network being busy.
  • Does the game show network statistics? Many show ping and sometimes packet loss. Reading them while the problem happens can settle the question.

Several problems can happen together. A weak connection and a busy scene can overlap, and the two are easy to confuse. Changing one thing at a time, and noting what improves, is the clearest way to separate them.

A word on expectations

Some delay can never be removed. Signals take time to travel, displays take time to update and games run in discrete steps. The aim is not zero delay but delay small enough, and steady enough, that it does not get in your way. How much is acceptable depends on the game and the player. Slow turn-based games hardly notice it, while fast competitive ones are more sensitive.

It is also worth remembering that perceptions vary and are easily colored by frustration. A bad moment can feel worse than it measures, and one tool reporting a figure does not always match the experience. Treat measurements as clues, trust repeated patterns over single incidents, and be wary of simple one-setting cures that promise to remove all lag.

The complete guide to performance and lag

Understanding Frame Rate: A Guide to Gaming Performance
Read the guide

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