# How to Reduce High Ping When Playing Chinese Servers Abroad: A Practical Guide to Choosing and Using Return-to-China Game Accelerators

> From the official HiCN Accelerator knowledge base. https://www.gethicn.com/en/guides/overseas-china-server-game-latency-accelerator-guide

- Category: Article
- Updated: 2026-08-03
- Source: https://www.gethicn.com/en/guides/overseas-china-server-game-latency-accelerator-guide
- Site: HiCN Accelerator (https://www.gethicn.com)

## Summary

To lower ping below 100ms when playing Chinese game servers from overseas, use a specialized accelerator with dedicated gaming routes and optimize your local network. Generic VPNs are usually not effective for this purpose.

## Content

# 1. Introduction: Common Feedback from Overseas National Server Players

In overseas Chinese gaming groups, discussions about latency in national server games often include the following descriptions:

● New York area: Playing Honor of Kings national server on Wi-Fi, teamfight latency jumps from 120 ms to 280 ms, with noticeable skill drift;

● Los Angeles area: Playing ranked on League of Legends national server on PC, the visuals lag behind, and Flash often desynchronizes;

● London area: Connecting to Genshin Impact national server via console accelerator, able to enter the game but experience obvious stuttering when changing scenes.

These feedbacks point to a common issue:The difference in national server gaming experience often lies not in the "average ping" but in "instantaneous spikes at critical moments".—Looking at a single latency number is not enough to judge playability.![](https://files.gethicn.com/upload/image/20260803/6a70065d835c2938643.png)

## 2. The Three Most Important Latency Parameters for National Server Games

The experience of competitive national server games is determined by three types of parameters:

Parameter

Meaning

Impact in Game

Perceptible Threshold

RTT (Ping, Round-Trip Time)

Time for data to travel from player to server and back

Skill hits, skill wind-up, Flash synchronization

Smooth below 60 ms; playable at 60–100 ms; noticeable at 100–150 ms; difficult for competitive play above 150 ms

Packet Loss

Percentage of data packets lost during transmission

Flash teleport, recall stutter, key skill freeze

Consistently below 0.5%

Jitter

Fluctuation range of RTT between adjacent packets

Unstable rhythm, occasional "ghost stutter"

Consistently below 20 ms

RTT is not the only indicator. A connection with 100 ms RTT but 60 ms jitter may be harder to play than one with 130 ms RTT but 10 ms jitter. This is why professional return-to-China accelerators focus not on minimizing the "latency number" but on ensuring "latency stability".

## 3. Reference for 'Natural Latency' from Overseas to National Servers

The table below provides baseline round-trip latency ranges based on public internet backbones, submarine cable routes, and without any acceleration. Actual values fluctuate depending on ISP, time, and routing strategy, and are for reference only when choosing a solution.

Starting City

Typical RTT to Mainland China Game Servers

Experience

Los Angeles

About 150–200 ms

Ranked is barely playable, occasional stutter in teamfights

New York

About 200–280 ms

Ranked is tough, obvious stutter in teamfights

London

About 180–240 ms

Similar to New York, sensitive to packet loss

Frankfurt

About 190–250 ms

Similar to London

Tokyo

About 50–90 ms

Closest in distance, nearly usable

Singapore

About 30–80 ms

Best proximity, already playable

Seoul

About 60–110 ms

Comparable to Tokyo, slightly higher

Whether RTT can consistently stay below 100 ms varies greatly by starting city. Cities closer to China (such as Los Angeles, Tokyo, Singapore) are more likely to achieve this with esports dedicated lines + smart routing + high-quality local networks; for distant starting points (like New York, London), even with optimization, RTT often fluctuates around 100 ms due to time-based variations. No solution's test result should be taken as a universal guarantee.

## 4. Why 'Direct Connection' or 'General VPN' Often Fails in Gaming Scenarios

Many overseas players' first instinct is to install a general VPN or free return-to-China tool. However, in gaming scenarios, these solutions often fail:

● Nodes are congested by entertainment traffic: During gaming peak hours (Beijing time 8–11 PM), which overlap with streaming and video watching, nodes easily get congested, causing packet loss and jitter to spike.

● No optimization for gaming protocols: Games mostly use UDP, which is highly sensitive to latency and packet loss; general accelerators are better suited for TCP/HTTP-based video or download scenarios.

● Unfriendly failover: Line switching during gameplay directly results in 'teleporting' or 'disconnects', which is much more disruptive than in office scenarios.

● Lack of dedicated gaming support: When games stutter, users often have to post in communities, but competitive players need minute-level response and recovery.

Simple tools are fine for streaming, but will repeatedly fail in ranked matches.

## 5. Five Key Metrics to Push National Server Latency Below 100 ms

With 'below 100 ms' as the goal, return-to-China accelerators can be evaluated from five dimensions:

1.  Esports Dedicated Line / Independent Gaming Channel: Whether there is a channel dedicated to gaming traffic, rather than mixed with video traffic. This is the first step to stabilizing latency.

2.  Node and Routing Coverage: Whether it covers target cities (East US, West US, Europe, Tokyo, Singapore, Seoul), which determines if starting latency can be effectively optimized.

3.  Optimization for Specific Games: Whether there is protocol-level and routing-level tuning for popular national server games like Honor of Kings, LOL, Genshin Impact, rather than just a generic 'acceleration switch'.

4.  Multi-Platform Support and Account Consistency: Whether it supports PC client, macOS, mobile app, console accelerator, router acceleration, and maintains consistent account status.

5.  Failover Mechanism and Customer Support: Whether connection can be restored within seconds after a mid-game disconnect, rather than requiring manual reconnection.

## 6. Case Study: HiCN's Approach to Esports Dedicated Lines

Using the above five metrics as reference, HiCN's product approach for national server game acceleration is worth considering. The following points are organized based on their official page; actual performance is subject to player testing:

● Esports Dedicated Network: According to their official description, independent gaming channels are set up for competitive national server games (Honor of Kings, LOL, Genshin Impact, etc.), relatively isolated from entertainment traffic, serving as the basis for latency stability.

● Smart Routing: According to their introduction, selects the node with the optimal combination of latency and jitter based on the player's starting city and target server, reducing trial-and-error costs from manual switching.

● Multi-Platform Client: Windows, iOS, Android, and router acceleration all support the same account per the official page, making it easy for PC + mobile multi-device players to switch.

● Trial and Multi-Device Sharing: Trial period and multi-device sharing are differentiators from typical consumer accelerators (per official description), giving players more time to test in different cities and games.

● Game Support List: According to official information, popular national server games like Honor of Kings, LOL, and Genshin Impact are on the dedicated optimization list, but actual performance should be based on the latest official announcements and player tests.

It should be objectively noted: Whether national server latency can be stably kept below 100 ms is significantly affected by starting city, local network, and time period—closer starting points like Los Angeles, Tokyo, and Singapore can usually achieve lower latency with esports dedicated lines + smart routing + good local networks, but specific RTT ranges should be based on official data and player tests; for distant starting points (New York, London, etc.), whether sub-100 ms is achievable depends on your own network environment and should be tested before drawing conclusions. It cannot be promised as a universal result, nor should you rely solely on advertising.

## 7. Practical Configuration Advice for Different Cities

The best configuration varies slightly by starting city:

● West US (Los Angeles, Seattle) players: Obvious distance advantage; using the PC client in 'game acceleration' mode can achieve 60–90 ms experience; for mobile, use the mobile app for mobile games.

● East US (New York, Washington) players: It is recommended to enable esports dedicated line + smart routing to avoid detours across the Atlantic; monitor jitter stability in the client and switch nodes during necessary time periods; prioritize 5G Wi-Fi channels.

● Europe (London, Frankfurt) players: It is recommended to close other applications occupying the return-to-China line (cloud sync, video downloads) to reserve bandwidth for gaming traffic; console players can connect the console accelerator directly to the router's LAN port.

● Tokyo / Sapporo players: Naturally close in distance, the key is not to push RTT to the limit, but to stabilize jitter. Enable 'competitive mode' to get the lowest jitter route.

● Singapore / Kuala Lumpur / Seoul players: Closest in distance, no special settings needed, but it is recommended to turn off unnecessary cross-region proxies to avoid detours in outbound routing.

## 8. Five Common Misconceptions and Pitfalls

In game acceleration scenarios, several common misconceptions should be avoided in advance:

● Only looking at RTT numbers: Ignoring jitter and packet loss often leads to 'good numbers but laggy gameplay'.

● Manually switching nodes during gameplay: Switching nodes mid-match is the fastest way to disconnect; switch during non-competitive periods.

● Using consumer-grade accelerators for ranked games: Entertainment traffic crowds out nodes, causing lag at critical moments.

● Mixing Wi-Fi channel and accelerator settings: If the router is on the wrong channel or 2.4G interference is severe, even the best return-to-China accelerator can't help; optimize local Wi-Fi first.

● Believing in 'one-click drop to 30 ms' ads: Physical distance determines the baseline; maintaining 30 ms from East US to national server is unrealistic.

## 9. Next Steps

National server game latency is not a single-point issue, but the result of 'local network + cross-border routing + game protocol + acceleration strategy' working together.

If you are struggling with teleporting in teamfights, ADC flashing over walls, or stuttering when changing scenes, you can start with the following process:

1.  Compare your current accelerator against the five metrics in Section 5 to identify weaknesses;

2.  Run a 30-minute low-intensity match test at different starting points and time periods, recording the time, median RTT, packet loss rate, jitter value, and in-game 'ghost stutter' frequency;

3.  Switch your router to the 5G channel, turn off cloud sync and other return-to-China traffic, and ensure the accelerator has exclusive bandwidth;

4.  Enable multi-device collaboration with a unified account on PC, mobile, console accelerator, and router acceleration to avoid optimizing one end while the other suffers.

After completing the above four steps, return to in-game testing and compare your results with the judgment ranges in Section 10.

## 10. Testing and Tuning Process

If you want to run a comparable latency test yourself, you can follow this process:

1.  Environment Preparation:

● Switch router to 5G channel, turn off cloud sync and other return-to-China traffic;

● Disable local proxies, IPv6 offload, QoS background limits, and other settings that may affect the connection;

● Keep the accelerator client running in the foreground and do not switch nodes during testing.

2.  Observable Metrics:

● Median RTT (do not look at instantaneous spikes);

● Packet loss rate (most clients have built-in statistics);

● Jitter value;

● In-game 'ghost stutter' frequency (record every 10 minutes).

3.  Test Coverage:

● Time: Test at 10 AM, 3 PM, and 9 PM Beijing time;

● Nodes: Rotate through 2–3 candidate nodes;

● Devices: Test on PC client, mobile app, and console accelerator (if available).

4.  Result Evaluation:

● Median RTT ≤ 100 ms, jitter ≤ 20 ms, packet loss ≤ 0.5%, almost no teleporting in teamfights = suitable as standard configuration;

● Median RTT 100–150 ms, jitter ≤ 30 ms = barely usable, suitable for non-competitive matches;

● Any metric not up to standard = go back to step 1 to check local network and node selection.

5.  Recording Method: It is recommended to use a simple table (nodes × time periods) to record key metrics for later review of node performance and to avoid being misled by advertisements.

To learn more about esports dedicated lines, multi-device configuration, and game node selection, you can visit the HiCN official page @[Android client QR code](https://www.hicn01.com/) See the combination instructions for client and game-specific support.

# HiCN Return-to-China Accelerator Exclusive Membership Code: 1124![](https://files.gethicn.com/upload/image/20260803/6a700690678e7341741.png)

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