Wi-Fi and mobile networks retransmit a few times on the wireless link and drop the packet if that still fails. TCP resends the dropped packet only much later.
Why: A weak signal or heavy interference makes wireless transmissions fail several times in a row → Effect: Once the wireless device’s retry limit (usually a few to ten-odd attempts) is exceeded, the packet is dropped → On screen: Freeze for as long as the TCP retransmission wait, while later packets sit in the receive buffer and then fast-forward
Symptoms: Freeze, Fast-forward, Teleporting · Primary owner External (External) · Also Infra team (Server infrastructure), Game team (Server development), Game team (Client development)
When the queue at the narrowest point fills up, such as a home router, a link between ISPs, or a data center uplink, newly arriving packets are dropped.
Why: Video, downloads, and other users’ traffic fill up the bottleneck → Effect: While the queue is full, newly arriving packets are dropped one after another (tail drop). Packets that get in wait at the back of the full queue → On screen: Several packets vanish at once, causing a long freeze then fast-forward; common in the evening
Symptoms: Freeze, Fast-forward, Rubber-banding · Primary owner Infra team (Network infrastructure) · Also External (External), Game team (Client development)
When a server sends a whole tick of updates for thousands of players in one instant, a switch’s small buffer or a cloud instance’s short-term limit overflows in under 1 ms and some packets are dropped.
Why: At the start of each tick, the server sends everyone’s packets all at once → Effect: A switch port buffer where traffic from many servers converges (hundreds of KB to a few MB per port) or a cloud instance limit overflows for an instant (average utilization stays low) → On screen: Many players teleport or hitch at the same time; averaged metrics don’t reveal the cause
Symptoms: Teleporting, Freeze, Fast-forward · Primary owner Game team (Server development) · Also Infra team (Server infrastructure), Infra team (Network infrastructure)
ISP plans, cloud instance limits, and DDoS protection devices sometimes drop packets over a set rate right away, without queuing them.
Why: Momentary send volume exceeds the allowed rate or allowed burst → Effect: Packets over the limit are dropped immediately, with no queue (policing) → On screen: Each large burst loses several packets, causing a freeze then fast-forward, while the average rate looks below the limit
Symptoms: Freeze, Fast-forward, Teleporting · Primary owner Infra team (Network infrastructure) · Also Infra team (Server infrastructure), Game team (Server development)
Damaged cables, dirty fiber connectors, and worn-out optics cause bit errors, and network equipment silently drops the corrupted packets.
Why: A bad cable, optic, or connector flips bits → Effect: Equipment drops packets whose checksum (CRC) doesn’t match → On screen: Only players whose traffic takes that path keep getting short hitches followed by fast-forward, at any time of day
Symptoms: Freeze, Fast-forward, Teleporting · Primary owner Infra team (Network infrastructure) · Also Infra team (Server infrastructure), External (External)
If one end autonegotiates while the other has speed and duplex hard-set, one side runs half duplex and loses packets to collisions whenever load picks up.
Why: Speed and duplex hard-set on only one of the two devices → Effect: One side runs full duplex and the other half duplex, causing collisions and late collisions → On screen: Fine normally, but as traffic grows, everyone going through that device freezes then fast-forwards
Symptoms: Freeze, Fast-forward · Primary owner Infra team (Network infrastructure) · Also Infra team (Server infrastructure)
Packets reach the server but get dropped, because the NIC’s ring buffer (which briefly holds arriving packets) overflows or the kernel cores that handle receive processing are saturated.
Why: A surge of players, interrupts piled on one core, CPU steal on a virtual machine, or an overloaded virtual switch → Effect: Drops at the ring buffer (rx_missed_errors and similar; the name varies by driver) or at the kernel receive queue (softnet dropped) → On screen: When crowds gather, input registers late and hitches hit the whole server at once
Symptoms: Input lag, Freeze, Fast-forward, Teleporting · Primary owner Infra team (Server infrastructure)
Firewalls and Linux connection tracking (conntrack, which records passing connections in a table) drop packets when the table is full or when they decide a packet doesn’t match the connection’s state.
Why: The connection tracking table is full (table full), or traffic takes a different path each way so only one direction passes through the firewall (asymmetric routing) → Effect: The firewall treats the packets as belonging to an “unknown connection” or carrying a “sequence number outside the window” and drops them → On screen: A full table blocks new connections; a path mismatch makes only players on that path disconnect after repeated retransmissions
Symptoms: Freeze, Disconnect, Can’t connect / infinite loading · Primary owner Infra team (Network infrastructure) · Also Infra team (Server infrastructure), Game team (Server development), Game team (Client development)
Firewalls, intrusion prevention systems (IPS), and DDoS protection devices inspect every packet passing through. The moment traffic exceeds their inspection capacity, they drop the packets they can’t process.
Why: Hundreds of thousands or more small game packets per second at peak hours or events, or heavy inspection rules → Effect: The device maxes out its CPU or packets-per-second limit and drops packets. False positives block legitimate packets too → On screen: Freezes and teleporting hit every server behind that device at once, getting worse only when crowds gather
Symptoms: Freeze, Fast-forward, Teleporting, Disconnect · Primary owner Infra team (Network infrastructure) · Also Game team (Server development)
If the largest packet size a link along the way can carry shrinks and the “too big” notice (ICMP) is blocked, large packets keep vanishing no matter how many times they’re resent.
Why: The maximum size shrinks on a VPN or tunnel segment, and a firewall blocks the “too big” notices → Effect: The sender, with no idea why, keeps retransmitting the same large packet, and the RTO doubles each time → On screen: Fine normally, but when large data moves (inventory, crowded areas, loading into a zone), everything stops, including the small packets behind it, ending in a disconnect or infinite loading
Symptoms: Freeze, Disconnect, Can’t connect / infinite loading · Primary owner Infra team (Network infrastructure) · Also Infra team (Server infrastructure), Game team (Server development)
If a device along the way deletes the mapping for an idle connection (the entry that records where to forward that connection), the next packet sent can’t be delivered. The connection either retransmits over and over until it disconnects, or the device sends back a reset (RST) and it disconnects right away.
Why: A connection with no packets going either way for a while (AFK, lobby) → Effect: A home router’s NAT, the ISP’s CGNAT, a firewall, a load balancer, or a cloud security group deletes the idle mapping → On screen: When the player moves again, retransmissions go on until a disconnect, or the disconnect is immediate
Symptoms: Disconnect, Freeze · Primary owner Game team (Client development) · Also Game team (Server development), Infra team (Network infrastructure), Infra team (Server infrastructure)
Packets vanish for a few seconds while an internet route changes, or steadily on connections assigned to a faulty path among several ECMP paths.
Why: BGP route recalculation, or faulty equipment or a bad link on one of several paths (ECMP, LAG) → Effect: Temporary loss during the route switch, or steady loss only on connections using that path → On screen: A sudden freeze of a few seconds then fast-forward, or “it gets better after reconnecting” (assigned to a different path)
Symptoms: Freeze, Fast-forward, Teleporting · Primary owner Infra team (Network infrastructure) · Also Game team (Server development), External (External)
A packet that isn’t lost, just very late for a moment, still gets retransmitted if the delay is longer than the RTO, because the sender treats it as lost.
Why: Bufferbloat, Wi-Fi power saving, mobile radio state changes, or a virtual machine pause cause momentary delays of hundreds of ms → Effect: The RTO expires first and the packet is retransmitted; the original arrives soon after (the receiver gets a duplicate) → On screen: The freeze and fast-forward come from the latency spike itself. The spurious retransmission barely lengthens the freeze; it only pushes up retransmission metrics, which get mistaken for loss
Symptoms: Freeze, Fast-forward, Input lag · Primary owner External (External) · Also Infra team (Server infrastructure), Game team (Client development)
When packets get out of order crossing multiple paths or bundled links, the receiver signals “a packet is missing” with duplicate ACKs, and the sender resends a packet that arrived fine.
Why: Devices that split traffic across paths per packet, LAGs (link bundles) that spread traffic per packet, and route changes shuffle packet order → Effect: Later packets arrive first and three duplicate ACKs pile up → fast retransmit → On screen: Sparse game packets are barely affected. Large updates in crowded areas and patch downloads slow down, with occasional stutter
Symptoms: Stutter, Input lag · Primary owner Infra team (Network infrastructure) · Also Infra team (Server infrastructure)
Data arrives fine, but if the “got it” ACK is delayed or dropped in a full upload queue, the sender treats the data as lost and retransmits.
Why: Video uploads or cloud backups at home saturate the upload → Effect: ACKs sit in the router’s queue for hundreds of ms or get dropped when it overflows → On screen: Game packets from the server mostly arrive on time. Your inputs, stuck in the same upload queue, go out late, causing input lag and rubber-banding, with occasional spurious retransmissions
Symptoms: Input lag, Rubber-banding · Primary owner External (External) · Also Game team (Client development)
Set the RTO minimum too low and even small delays cause spurious retransmissions; leave the default (200 ms) and it’s too long for games, so every loss means a long freeze.
Why: RTO minimum lowered sharply for data center use, or the default left as is on internet paths → Effect: Too low: retransmission storms on momentary delays. Too high: a long wait on every loss → On screen: At the default, each loss means a freeze of hundreds of ms then fast-forward; set too low, freezes get shorter, but spurious retransmissions surge and waste bandwidth
Symptoms: Freeze, Fast-forward, Input lag · Primary owner Infra team (Server infrastructure) · Also Game team (Server development)
When a game sends small packets sparsely, the RTO fires before “three following packets” can pile up. The same loss causes a much longer freeze than it would on a bulk transfer.
Why: Packets go out about 100 ms apart, so only a few packets are ever in flight (not yet ACKed) → Effect: Collecting three duplicate ACKs takes over 300 ms, so the RTO (ping + 200 ms) fires first, doubling on consecutive losses → On screen: Each loss freezes the game for about 0.3 seconds; if the retransmission is lost too, the freeze lasts close to 1 second, then fast-forward
Symptoms: Freeze, Fast-forward · Primary owner Game team (Server development) · Also Infra team (Server infrastructure), Game team (Client development)
When some firewalls or accelerators remove or rewrite TCP options, multiple losses get recovered only one per round trip, or the window (how much can be sent at once) shrinks, and everything slows down.
Why: A firewall’s “TCP normalization” or an old accelerator strips the SACK, timestamp, and window scale options → Effect: With several packets lost, recovery goes one packet per round trip, and the window is capped at 64 KB → On screen: Every loss causes a much longer freeze (without SACK, RACK-TLP can’t be used either), then fast-forward when it clears. Bulk transfers such as patches are slow too
Symptoms: Freeze, Fast-forward · Primary owner Infra team (Network infrastructure) · Also Infra team (Server infrastructure)
When the receiving program doesn’t read its socket in time and the buffer fills up, the sender stops sending and sends only zero window probes. The network itself is fine.
Why: A client frame freeze or a blocked server thread keeps the socket from being read → Effect: The receive window drops to 0, so the sender stops sending and sends only probes (at growing intervals) → On screen: Freeze then fast-forward. A packet capture shows “ZeroWindow” and no loss
Symptoms: Freeze, Fast-forward · Primary owner Game team (Client development) · Also Game team (Server development), Infra team (Server infrastructure)
If a connection request is lost because the connection queue (backlog) overflows or a firewall blocks it, the client OS resends it starting 1 second later, at growing intervals.
Why: A connection surge right after maintenance overflows the server’s connection queue, or a firewall or DDoS protection drops the SYN → Effect: The client OS retransmits the SYN starting 1 second later, at set intervals (older Linux: 1 s → 2 s → 4 s) → On screen: After pressing Connect, delays come in whole seconds, such as 1 or 3 seconds; if it keeps failing: can’t connect / infinite loading
Symptoms: Can’t connect / infinite loading · Primary owner Game team (Server development) · Also Infra team (Server infrastructure), Infra team (Network infrastructure), Game team (Client development)