Rubber Banding
Rubber banding is the visible symptom of outbound packet loss — the server snapping your character back to its last confirmed position.
3 min readReviewed Jul 2026TTML Editorial
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Definition
In depth
Your client predicts your movement locally, but the server is the source of truth. When your outbound packets fail to arrive, the server never sees your new position and issues a correction on the next reconciliation.
Rubber banding is almost always a network problem on your side or between your ISP and the game's edge — not a hardware or FPS issue. Fixing it starts with confirming outbound packet loss.
Deep dives
Guides that use Rubber Banding
Related terms
See also
- Packet LossPacket loss is the percentage of network packets that never reach the destination within the expected window.
- PingPing is the round-trip time in milliseconds for a packet to travel from your device to the game server and back.
- JitterJitter is the short-term variation of your ping — the difference between one round-trip time and the next.
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