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