Gaming Internet

We are a Perth owned and operated Internet Service Provider (ISP) that has been built for gaming. We have engineered our network to provide the lowest latency, jitter, and packet loss to game servers worldwide. We make sure to route your game traffic over the lowest latency terrestrial and subsea cables to provide the lowest latency to game servers worldwide. We have millisecond cable failure detection to re-route your game traffic over alternative cables and reduce your packet loss. We Quality of Service (QoS) prioritise game traffic on our Data Centre network routers to provide the most stable jitter and packet loss. This is how we are able to provide an internet service built for gaming.

Are you suffering from lag, ping spikes, shuttering, rubber-banding, teleporting, ghost bullets, heavy mouse movements, and more? Or are you just trying to improve your gaming experience to get that slight edge over your opponents? Remotely switch your internet connection to us in a few minutes by signing up today! Once the remote switch is completed your existing Home Router/Modem will automatically connect to our internet.

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Latency Results

Below are your current latency results to servers worldwide.


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Server Current Ozot Ozot
Difference
Perth (Australia)
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Sydney (Australia)
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Singapore
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Los Angeles (USA)
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Chicago (USA)
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Tokyo (Japan)
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Seoul (South Korea)
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Paris (France)
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Frankfurt (Germany)
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London (England)
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Amsterdam (Netherlands)
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Stockholm (Sweden)
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Results measured at: 2026-03-16 02:03:01


The Ozot Difference value is the predicted latency difference you should experience if you switch your internet connection to us. More details about how these latency tests are calculated here

How it works

We are an ISP similar to Telstra, TPG, Aussie Broadband, and more that use the NBN and other access networks to connect your house to their network. Same as other ISPs we rent the physical line connected to your house from the access network provider such as NBN. This is how your house connects to our Data Centre routers physically located in your capital city and gains connectivity to our network. In the industry this is what we refer to as the "access network" and it basically is the physical cable from your house to our routers located in a data centre in your capital city.

Access Network Flow

Home → Access Network → Data Centre

Perth Adelaide Melbourne Sydney Brisbane Tasmania Darwin Home Access Network Data Centre
Home Network
Access Network
Data Centre

The latency from your house to your Capital City Data Centre between different ISPs will be pretty similar.


So what makes us different then? To understand what makes us different we first have to understand how the internet works. As I am sure you are aware the internet is global, but how does your traffic get from our Data Centre to the rest of the world? Basically there are a whole bunch of terrestrial (land) and subsea (ocean) fibre optic cables that run from state to state and country to country and that is how we all communicate with each other!

The Internet

ASC
ASC
Indigo (46ms)
Indigo (46...
Fast path (41ms)
Fast path class="zoomies"...
Indigo (47ms)
Indigo (47...
OAC (97ms)
OAC (97ms)
JGA-S
JGA-S
AJC
AJC
SCCN
SCCN
NEXT
NEXT
Hawaiki
Hawaiki
Endeavour
Endeavour
Los
 Angeles 
Los...
 Chicago 
Chica...
 Sydney 
Sydne...
 Brisbane 
Brisba...
 Darwin 
Darwi...
 Adelaide 
Adelaid...
 Melbourne 
 Melbourne 
 Tasmania 
 Tasmania 
 Perth 
Pert...
 Tokyo 
 Tokyo 
 Seoul 
Seou...
 Singapore 
 Singapore 
 Oman 
 Oman 
 Marseille 
Marseil...
 Paris 
Pari...
 Frankfurt 
Frankfu...
 Amsterdam 
 Amsterdam 
 Stockholm 
 Stockholm 
 London 
Londo...

You can think of the internet as one big cable that we are all connected to! It is amazing there are physical fibre optic cables across the ocean floors and vast distances of land. If we were to ask a stranger on the street on how they thought the internet works I think they would commonly say it uses satellites, but the reality is not much of the internets traffic currently uses satellite to satellite communication (they are awesome and have their use-cases though).

Now that we are on the same page and we can explain what makes us different to other ISPs! Your latency to game servers is determined by what terrestrial and subsea cables your ISP chooses to use and route your traffic over. Think about it, if you are a big ISP most of your customers are not gamers and providing the lowest latency to game servers is not their main quest. Big ISPs will typically pick the cheapest terrestrial and subsea cables to route your traffic over and this is not optimal (who can blame them it makes the most sense from their point of view). In a lot of cases this means your traffic is hopping through additional states or even countries and can add a lot of latency to your connection. That is where we come in, we have routers in Data Centres around the world and have made sure to choose the lowest latency terrestrial and subsea cables to route your traffic over!

Ozot Network Architecture

Home → Access Network → Ozot Network → Lowest Latency Route

Home
Home
Access
Network
Access...
Data Centre
Data Centre
 Sydney 
 Sydney 
 Singapore 
 Singapore 
Los
Angeles
Los...
 Chicago 
 Chicago 
 Seoul 
 Seoul 
 Tokyo 
 Tokyo 
 Frankfurt 
 Frankfurt 
 Paris 
 Paris 
 London 
 London 
 Amsterdam 
 Amsterdam 
Stockholm
Stockholm

That is how we are able to provide the lowest latency to game servers worldwide and an internet connection to you.

Our Purpose

Our purpose is to provide the lowest latency, jitter, and packet loss to game servers worldwide. These are the 3 network metrics that matter for your gaming experience. Let's learn more about these 3 network metrics that matter for gaming to know why we care so much about them.



Latency

Latency is the amount of time it takes for a packet to be sent from your computer to the game server and then to be received at your computer again. Latency is also refered to as ping in the gaming space.

In an FPS game have you ever taken a shot and swore you shot them first, but you end up dying instead? This is a symptom of high latency. The reality is the opponent probably had lower latency than you and that is why their shot registered with the game server before yours did, resulting in your death!




Jitter

Jitter is the latency variance between packets. If packet 1 was 10ms and then packet 2 was 15ms that would be 5ms jitter.

Have you ever been playing a game and then suddenly get teleported back to a previous position? This is a symptom of high jitter. Jitter is the variance between your packets. If the variance gets too large then the game server will think you are trying to hack it and teleport you back to the x,y cooridnates it decides you should be instead. This is why you will start teleporting, rubber-banding, and just lagging in general with high jitter.




Packet Loss

Packet loss is the amount of packets that were sent and never returned.

Have you ever been sitting there and watch another player run along the map and they start running in the spot and teleporting all over the place all of a sudden? This is a symptom they are experiencing packet loss. The symptoms of packet loss are pretty similar to high jitter as well. If you are experiencing packet loss you will experience the symptoms of shuttering, rubber-banding, teleporting, bullets not registering, and more. Bad packet loss is the worst symptom for your gaming experience.




Network Metrics

Let's go into each of these network metrics individually and breakdown exactly what we do to optimize each metric.


Latency

1) We route your game traffic over the lowest latency terrestrial and subsea cables to provide the lowest latency to game servers worldwide.

2) We QoS prioritise your game traffic to keep your latency stable. QoS prioritising game traffic keeps your latency stable during congestion so you don't notice latency spikes while someone in your house is downloading. We have all been at home gaming and then someone else in your house decides to start a big download and your latency goes terrible! Us QoS prioritising gaming traffic means you won't run into this problem again.



Jitter

1) We route your game traffic over symetrical paths to reduce the chance of latency variations.

2) We QoS prioritise your game traffic to keep your latency stable and reduce the chance of latency variations.



Packet Loss

1) We have millisecond cable failure detection to re-route your game traffic over alternative cables and reduce your packet loss if a cable fails. Unfortunatley it quite common for terrestrial and subsea cables to fail due to many reasons and we have put measures in place to reduce packet loss during a cable failure.

2) We QoS prioritise game traffic to reduce your packet loss. If someone in your house starts downloading and congesting your internet connection we make sure to QoS prioritise your game traffic so it isn't lost during congestion.



Live Latency Data

Live Latency Data from our Perth Data Centre to Game Servers Worldwide.


Sydney (Australia)



Singapore



Los Angeles (USA)



Chicago (USA)



Tokyo (Japan)



Seoul (South Korea)



Paris (France)



Frankfurt (Germany)



Amsterdam (Netherlands)



London (England)



Stockholm (Sweden)



Live Latency Data

Ping Test

Run a ping or traceroute to an IP address from our Data Centre Router to verify we provide the quickest latency to game servers.

Ping Test

Latency Test

Run a latency test to compare our latency to your current ISP.

Latency Test

Network Performance Test

Run a network performance test to see your current latency and packet loss to servers worldwide.

Network Performance Test

Videos

Check out our videos showcasing our network in action.

Videos

Sign Up

Remotely switch your internet connection to us in a few minutes by signing up today! Once the remote switch is completed your existing Home Router/Modem will automatically connect to our internet.

Sign Up