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Game Lag White Paper › Problems only some players hit

Validation false positives concentrated on one ISP Anti-cheat / movement validation false positives on bad ISPs

Cause ID pt-isp-validation · Primary owner Game team (Server development) · Also Infra team (Network infrastructure)

Open the interactive card with figures and simulations →

Players on high-jitter connections have their inputs arrive in bunches, so they often trip the server’s speed and cooldown checks.

Why Jitter on a specific ISP’s or region’s connections rises in the evening → Effect The server judges valid inputs that arrived in a bunch as speeding or cooldown violations → On screen Only that ISP’s players get rubber-banding and rejected skills, and in bad cases the server kicks them (disconnect)

Symptoms
Rubber-banding, Dropped action / rollback, Disconnect
Factors
Jitter
Who’s affected
Specific region/ISP, Just me
When
Evening peak hours, While moving or changing zones
Owner
Primary owner Game team (Server development) · Also Infra team (Network infrastructure)
Game team action items
Check against an allowance accumulated over several seconds, loosen thresholds based on connection quality (ping, jitter), add a warning stage before a forced disconnect, spread bunched inputs evenly across ticks with a per-player input buffer to cut false positives at the source.
Infra team action items
Check loss rate and jitter distribution per ISP by time of day and share them with the game team, check the path through that ISP (bidirectional mtr), reroute or escalate to the ISP if needed.
On the graph
High at certain hours · Validation rejections and forced disconnects per ISP (ASN), jitter per ISP
Where to look
Server logs of validation rejections, corrections, and forced disconnects tagged with the ISP (ASN) of the connecting IP and the time, counted by ISP and time of day. The infra team runs bidirectional mtr toward that ISP at the same time to check jitter and loss
Confirmed if
Rejections and forced disconnects concentrate on one ISP and rise in the evening, that ISP’s jitter is high at the same time, and movement summed over a few seconds stays within the rules
Ruled out if
Only specific accounts repeat regardless of ISP: real cheating possible. Rising across all ISPs together: a server-side cause where lagging server ticks apply commands in bunches (tick overrun)
Check with
Game server or client logs and metrics

Sources

  1. Source SDK 2013: player.cpp Valve
    A per-tick command budget stops speed hacks; a developer comment says stricter limits cause stutter for legitimate players too
  2. RFC 2697: A Single Rate Three Color Marker IETF
    Token bucket: judged by average rate and allowed burst size
  3. Understanding Networked Movement in the Character Movement Component for Unreal Engine Epic Games
    When client and server timestamps differ by too much, the move is discarded or handled by a time discrepancy resolution procedure; computing with server time prevents speed hacks

See also

Same layer: Problems only some players hit

Same symptom (Rubber-banding), other layers

View the interactive card with figures and simulations