Hats GO | Gaming Routing
BGP routing and IX peering for game traffic, with endpoint measurements, regional availability and delivery requirements.
The Problem
Hats GO is a routing profile for latency-sensitive game traffic.
A high access speed does not guarantee low RTT to a game server. Route length, interconnection load and the player's local network all affect the result.
Loss and variable delay can disrupt timing even when the average RTT looks acceptable.
An overlay may change the path, but can also add processing and another endpoint. Hats GO instead applies routing policy within the network.
What Is Hats GO (Gaming Optimized)?
Hats GO applies routing policy to game destinations.
Hats GO is not a VPN or an application tunnel.
The service uses BGP policy and available Internet Exchange peering to reach game infrastructure. Whether that helps depends on the destination and the route it replaces.
- Direct IX peering at HKIX, JPIX, DE-CIX, AMS-IX
- BGP-level optimization-no encryption overhead
- Endpoint-specific route measurements to the game servers you use
- 99.99% uptime with automatic failover
Measurements to the actual game endpoints are more useful than a general speed test.
The Numbers
Evaluate the route using average RTT, variation and packet loss.
Published Backbone RTT
For the full auto-updated RTT matrix across our PoPs (Backbone measurements), see: Backbone Latency Matrix
| Route | Standard Path (Ping / Loss) | Hats GO (Ping / Loss) | Overall Improvement |
|---|---|---|---|
| Hong Kong → Singapore | 60~200ms / 4~8% | 30~45ms / <1% | ~74% |
| Hong Kong → Tokyo | 80~150ms / 3~7% | 45~55ms / <1% | ~60% |
| Hong Kong → Taipei | 30~80ms / 2~5% | 15~30ms / <1% | ~61% |
| Hong Kong → Seattle | 150~200ms / 8~15% | 130~150ms / 1~2% | ~28% |
| Hong Kong → Frankfurt | 200~270ms / 10~20% | 150~170ms / 1~3% | ~42% |
| Hong Kong → Sydney | 150~200ms / 8~12% | 120~150ms / 1~2% | ~30% |
How We Calculate Improvement
The comparison uses an Effective Latency estimate that includes a retransmission penalty for packet loss. It is a model, not a measured game response time.
Variables:
- : Effective Latency
- : ICMP Latency (Base Ping)
- : Packet Loss Rate
- / : Subscripts for Standard Path and Hats GO
1. Effective Latency Base Formula:
2. Improvement Calculation:
* Measured from HKG PoP. Your mileage varies based on location and last-mile conditions.
How It Works
Where the game network is reachable through our exchange peers, traffic can use that interconnection.
| IX Location | Publishers On-Site |
|---|---|
| HKIX | Tencent, Garena, Riot SEA |
| JPIX | Square Enix, Sega, Bandai Namco |
| DE-CIX | EU game servers, Ubisoft EU |
| AMS-IX | Valve EU, EA EU |
Hop count alone does not establish latency. Compare end-to-end measurements.
By Game Type
The relevant thresholds depend on the game and server region.
| Genre | Examples | Target Latency | Why It Matters |
|---|---|---|---|
| FPS | CS2, Valorant, Apex | Sub-30ms | Peeker's advantage. Hit reg. When every frame counts in a duel. |
| Fighting | SF6, Tekken 8, GBVSR | Sub-16ms | Rollback netcode works best with minimal delay. Frame-perfect inputs. |
| MOBA | Dota 2, LoL | Sub-50ms | Skill-shot timing. Team fight responsiveness. No stutter on clutch plays. |
| Battle Royale | PUBG, Fortnite | Sub-40ms | Position updates. Hit registration at range. Circle closure reaction time. |
References for Competitive Latency Ceilings
Epic describes <=20ms as “good” latency, 20-100ms as “acceptable”, and >=100ms as “poor” for Fortnite.
Source: Epic Games: Understanding latency or ping in Fortnite
Coverage
GO availability by PoP:
Asia-Pacific
- Hong Kong (HKG)
- Tokyo (NRT)
- Singapore (SIN)
Europe
- Frankfurt (FRA)
- Amsterdam (AMS)
North America
- Los Angeles (LAX)
- New York (NYC)
Confirm the target game servers and regional availability with sales.
FAQ
Is this a VPN?
No. GO uses BGP routing and available IX interconnections, without adding a VPN tunnel. The actual path still depends on the destination network.
Will this lower my ping?
It may help when our available route is better than your current path. Little improvement should be expected when the existing route is already short and stable. Request tests to your target servers first.
Does this work with my ISP?
GO is delivered through BGP peering or IP transit, usually to businesses, data centers and esports venues. Residential access depends on regional ISP arrangements.
Which games benefit most?
The profile can carry standard IP game traffic. Benefits depend on the path and the game's sensitivity to RTT, jitter and loss.
Is this legal for competitive play?
GO uses standard IP routing. It does not manipulate game packets or bypass regional restrictions; game and platform rules still apply.
Can I try it first?
Business customers can request measurements and trials. Send sales your location and target server addresses.
Ready to Crank It Up?
Contact [email protected] with your locations, bandwidth and target destinations.
Hats PUL | Gaming & Cloud Performance IP
Routing over AS203314 for gaming, cloud and other delay-sensitive traffic. Availability depends on the access connection and destination.
Hats SR | Media-Grade Connectivity
Sustained connectivity for live production and media delivery, with bandwidth planning, CDN interconnections and regional availability.