Game Lag White Paper › Browse by symptom
Rubber-banding: 14 causes and who fixes them
Also called: snapping back, getting pulled back, position rollback
Open in the illustrated symptom guide →
Your character runs forward, then gets dragged back to where it just was.
You’re running and get yanked 1–5 m back. Sometimes you walk the same stretch two or three times.
Your screen (prediction) and the server’s call disagree. Your input never reached the server (packet loss), the server’s movement validation cut it off, or the two sides compute movement differently.
Causes of this symptom
L1 Client game process
- Client-side prediction mismatch: Your client shows your character moving before the server confirms it, but if the server calculates something different, your character gets pulled back. (Game team (Client development))
L3 Home network
- Wi-Fi interference and weak signal: With a weak signal or interference, packets get resent several times over the wireless link, so they arrive unevenly. (External (External))
L4 Internet path
- Peak-hour congestion at peering links: Around 9–11 PM, video traffic surges and the links between ISPs (peering) tend to get congested. (Infra team (Network infrastructure))
- One faulty ECMP path: ISPs and data centers keep several paths to the same destination and send each connection down one of them. If a single path fails, only the players assigned to it keep lagging. (Infra team (Network infrastructure))
L5 Data center network equipment
- Bad cables and port errors: Bad optics or a bad cable corrupt a steady share of the packets that pass through that path. (Infra team (Network infrastructure))
L6 Server network card
L13 Server architecture and operations
- Zone transfer (handoff between servers): Entering another area or dungeon means handing the character’s data to another server, and that handoff can be slow or fail. (Game team (Server development))
- Matchmaking and region assignment errors: When a player lands on a server in a distant region while a closer region exists, that player’s ping stays high even though their connection is fine. (Game team (Server development))
Netcode design
- Overly strict server validation: If the server checks movement speed, cooldowns, and range too strictly, it rejects even valid inputs that arrive bunched together because of jitter. (Game team (Server development))
- Server rejects after client-side feedback: When the server later refuses a hit or skill your screen already showed, the result you clearly saw never happened. (Game team (Client development))
- Pathfinding mismatch in command sync: When only “go here” is exchanged and each side computes the path itself, even a small difference in the calculation sends a character or monster down a different path until it gets pulled back into place. (Game team (Server development))
Problems only some players hit
Root causes of TCP retransmission
- Bottleneck queue overflow (congestion loss): 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. (Infra team (Network infrastructure))
- Late or lost ACKs (saturated upload): 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. (External (External))
View the illustrated symptom guide