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Hats Network Services

Hats GO - Load Up. Lock In.

Hats GO delivers sub-30ms routes to major game servers through direct IX peering. Competitive-grade network paths for esports and high-performance gaming.

You'll need a new excuse for your K.D.R.


The Problem

Lag kills more than bad aim.

Every competitive player knows the pain: you peek first, you die first. Your crosshair was on their head-server says otherwise. That 80ms routing through three different carriers? It's giving your opponent the advantage.

Peeker's disadvantage. Bad hit registration. Rollback eating your inputs. When milliseconds decide matches, your network is part of your loadout.

Most "gaming" solutions add hops, encryption overhead, or tunnel you through oversubscribed servers. That's not optimization-it's a handicap.


What Is Hats GO

Hats GO is competitive-grade routing.

Not a VPN. Not a tunnel. Not a magic button.

We build direct network paths to major game infrastructure through strategic Internet Exchange peering. Your traffic hits the game server faster because we eliminated the detours-not because we wrapped it in extra layers.

  • Direct IX peering at HKIX, JPIX, DE-CIX, AMS-IX
  • BGP-level optimization-no encryption overhead
  • Sub-30ms or nothing to major competitive servers
  • 99.99% uptime with automatic failover

Think of it as a dedicated lane on the information highway. Same road, better path.


The Numbers

When your ping is the difference between clutching and choking.

RouteStandard Path (Ping / Loss)Hats GO (Ping / Loss)Overall Improvement
Hong Kong → Singapore60~200ms / 4~8%30~45ms / <1%~74%
Hong Kong → Tokyo80~150ms / 3~7%45~55ms / <1%~60%
Hong Kong → Taipei30~80ms / 2~5%15~30ms / <1%~61%
Hong Kong → Seattle150~200ms / 8~15%130~150ms / 1~2%~28%
Hong Kong → Frankfurt200~270ms / 10~20%150~170ms / 1~3%~42%
Hong Kong → Sydney150~200ms / 8~12%120~150ms / 1~2%~30%

How We Calculate Improvement

To account for the severe impact of packet loss on gaming (rubberbanding and desync), we calculate the improvement based on Effective Latency, which factors in the penalty of packet retransmission.

Variables:

  • EE: Effective Latency
  • PP: ICMP Latency (Base Ping)
  • LL: Packet Loss Rate
  • stdstd / gogo: Subscripts for Standard Path and Hats GO

1. Effective Latency Base Formula:

E=P1LE = \frac{P}{1 - L}

2. Improvement Calculation:

I=(1Pgo×(1Lstd)Pstd×(1Lgo))×100%I = \left(1-\frac{P_{go} \times (1 - L_{std})}{P_{std} \times (1 - L_{go})} \right) \times 100\%

* Measured from HKG PoP. Your mileage varies based on location and last-mile conditions.


How It Works

We don't ask intermediaries for favors. We're plugged directly into the same exchanges where game publishers host their infrastructure.

IX LocationPublishers On-Site
HKIXTencent, Garena, Riot SEA
JPIXSquare Enix, Sega, Bandai Namco
DE-CIXEU game servers, Ubisoft EU
AMS-IXValve EU, EA EU

Fewer hops = fewer milliseconds = fewer excuses.

Our BGP policies don't leave routing to chance.

  • Community tagging - Game traffic gets priority paths
  • Local preference - IX routes over transit, always
  • AS-path control - Inbound optimization for symmetric latency

This is network engineering at the protocol level. No added latency from encryption or tunnel termination.

Raw speed means nothing if your packets arrive inconsistently.

MetricTarget
Packet Loss<0.1%
Jitter<2ms
Latency Variance<5%

Stable ping matters more than low average ping. A consistent 35ms beats a spiky 25-60ms every time.


By Game Type

Different games. Different demands. Same standard.

GenreExamplesTarget LatencyWhy It Matters
FPSCS2, Valorant, ApexSub-30msPeeker's advantage. Hit reg. When every frame counts in a duel.
FightingSF6, Tekken 8, GBVSRSub-16msRollback netcode works best with minimal delay. Frame-perfect inputs.
MOBADota 2, LoLSub-50msSkill-shot timing. Team fight responsiveness. No stutter on clutch plays.
Battle RoyalePUBG, FortniteSub-40msPosition updates. Hit registration at range. Circle closure reaction time.

Coverage

Hats GO routes available at these PoPs:

Asia-Pacific

  • Hong Kong (HKG)
  • Tokyo (NRT)
  • Singapore (SIN)

Europe

  • Frankfurt (FRA)
  • Amsterdam (AMS)

North America

  • Los Angeles (LAX)
  • New York (NYC)

Contact sales for availability in your region.


FAQ


Ready to Upgrade Your Loadout?

Contact Sales → Get latency data for your routes.

Hats Network Inc. | AS203314 | Competitive Gaming Routes

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