๐Ÿ›ก๏ธDota 2 Ready

What Actually Affects Your Dota 2 Ping (And What Doesn't)

By Arman MasangkayPublished Updated 8 min read

"Ping" is one number people stare at, but it's the sum of several different things โ€” some you can change, some you can't. This is a research-based walkthrough of what contributes to the ping you see in Dota 2's net_graph, and what people commonly blame that actually has little or no effect.

Everything here is synthesised from publicly documented sources โ€” Valve's developer wiki, networking primers from Cloudflare and Mozilla, ISP peering data, and aggregate measurements from public benchmarks. Links to each source are at the end. No personal measurement claims are made.

1. Physical distance and the speed of light

The hard floor on your ping is set by physics. Light in fibre travels at about two-thirds the speed of light in vacuum, which works out to roughly 5 microseconds per kilometre, one-way. That means a packet travelling 3,000 km โ€” roughly Manila to Singapore โ€” needs about 15 ms just for the photons to make the trip, and another 15 ms to come back. So 30 ms is the theoretical minimum round-trip time for a Filipino player hitting a Singapore-hosted SEA server, before any equipment adds anything.[1][2]

You cannot beat that floor. If you live in Davao and the SEA server is in Singapore, you will never have 5 ms ping. The best realistically achievable is somewhere in the 30โ€“60 ms range, and most home connections add another 10โ€“30 ms of overhead on top.

2. The route your packets take

Internet packets don't travel in straight lines. They hop between routers owned by different networks, and the route is decided by BGP โ€” the Border Gateway Protocol โ€” based on business arrangements, not geography.[3]A packet from Manila to Singapore might go directly via a submarine cable, or it might detour via Hong Kong or even Los Angeles if that's the cheaper path for your ISP at the moment.

You can see your route by running tracert (Windows) or traceroute (macOS/Linux) against a SEA server IP. Every hop is labelled with a hostname that usually contains a city code โ€” sg for Singapore, hkg for Hong Kong, lax for Los Angeles. A detoured route is the difference between 40 ms ping and 150 ms ping on the same internet plan, on the same day.

3. ISP peering and transit

Peering is the arrangement between networks to exchange traffic directly instead of routing through a third party. Good peering means your packets take a short, direct path. Bad peering means your packets bounce around. Philippine ISPs differ significantly in how well they peer with Singapore-based gaming infrastructure, and the same ISP can have different peering quality depending on what regional point of presence your last-mile connection terminates at.[4]

This is also why your ping can change after an ISP "routing update" without anything on your end changing. The route your packets take is decided upstream, not on your router.

4. The last mile: your home network

The last few metres between your router and your PC matter more than people expect. WiFi adds latency on top of the wired connection โ€” usually 1 to 10 ms in ideal conditions, but spiking much higher under interference, distance, or congestion. Wired Ethernet adds well under 1 ms.[5]

More importantly, WiFi adds jitter: the variance in latency from one packet to the next. A Dota 2 game cares less about your average ping than about whether each individual packet arrives on time. A connection with 50 ms average and 5 ms jitter feels much better than one with 35 ms average and 40 ms jitter. There's a full walkthrough in the Ethernet vs WiFi guide.

5. Server-side factors you cannot control

Dota 2 servers run on a fixed tick rate. The Source 2 engine updates the game state at 30 ticks per second by default, with input and rendering pipelines layered on top.[6] A tick is roughly 33 ms. That means even with a theoretically zero-latency connection, the engine itself adds a small quantization delay between when you click and when the server processes your click.

You cannot tune this. It applies equally to everyone in the match. What you can do is make sure your network adds as little extra delay as possible on top of the engine's own tick floor.

6. What doesn't actually affect ping

A list of things people commonly think will help that generally won't:

  • Upgrading from 50 Mbps to 1 Gbps.Bandwidth is irrelevant past the ~1 Mbps Dota 2 actually uses. More bandwidth doesn't move packets faster โ€” it just lets more of them arrive at once.
  • "Gaming routers" with QoS turned off. The router hardware matters only insofar as it's not failing. A $30 router and a $300 router both forward Dota 2 packets in well under 1 ms.
  • Closing background apps that aren't using the network.If they aren't saturating your connection, they aren't affecting your ping. Worth doing for frame rate; not for ping.
  • Changing DNS resolvers. DNS affects how fast a domain name resolves to an IP โ€” useful for web browsing, irrelevant once the game has already connected to the server. (Full breakdown in the DNS post.)
  • Restarting your router.Helps occasionally when something has wedged, but doesn't systematically lower ping.

Summary: a contribution table

This is a rough summary of how much each factor contributes to the ping a Manila-based Dota 2 player typically sees in net_graph, based on public networking literature. Yours will differ.

FactorTypical contributionCan you change it?
Distance to server (speed of light)30โ€“40 msNo
Route quality (peering, BGP)5โ€“80 msSometimes (ISP, VPN)
Last-mile equipment1โ€“5 ms wired, 5โ€“30 ms WiFiYes (use Ethernet)
Server tick quantization~17 ms averageNo
Bandwidthโ‰ˆ 0 ms (if above ~5 Mbps)Effectively irrelevant

If you sum the low ends, the realistic floor for a wired Manila player on a well-peered ISP is around 35โ€“50 ms. If you see numbers much higher than that, the gap is almost always in routing or last-mile.

Sources

  1. Cloudflare Learning Center, "What is network latency?" โ€” cloudflare.com/learning/performance/glossary/what-is-latency
  2. MDN Web Docs, "Latency" โ€” Mozilla Developer Network glossary.
  3. Cloudflare Learning Center, "What is BGP?" โ€” explains how routing decisions are made between networks.
  4. PCH (Packet Clearing House) public peering datasets and the PHOpenIX participant list, for Philippine peering arrangements.
  5. IEEE 802.11 standards documentation on WiFi MAC-layer delay and contention, summarised in published networking textbooks (e.g., Kurose & Ross, "Computer Networking: A Top-Down Approach").
  6. Valve Developer Community, Source/Source 2 networking documentation โ€” developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

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