Quick answer: Players have high ping in your game mostly because of physical distance to the server: data travels at finite speed, so players far from the server inherently have high ping, no software fix changes that. Beyond distance, inefficient routing and the player's own connection quality add latency. Because distance dominates, high ping is often a server-location problem, the most effective fix is servers closer to players.
High ping makes multiplayer feel laggy and unfair, and unlike some performance issues, a big part of ping is physics: data takes time to travel, and distance is the dominant factor. The most impactful fix is usually infrastructural, getting servers closer to players.
What Drives High Ping
Ping is round-trip latency to the server, and its biggest driver is physical distance: data travels at finite speed, so a player far from the server (different continent) inherently has high ping, no software fix changes that. Beyond distance: network routing (inefficient routing adds latency beyond the raw distance), connection quality (the player's own connection, congestion, wifi, mobile, adds latency and variability), and server-side factors (an overloaded server adds processing latency).
Because distance dominates, high ping is often a server-location problem, players are too far from the server. This is why the most effective ping fix is usually moving the server closer (regional servers) rather than optimizing code, the distance is the bottleneck, not the software.
How to Diagnose and Fix It
Look at ping in relation to player and server location. If players far from your server have high ping and nearby ones don't, it's distance/server-location, the dominant case. Check whether you have servers near your player regions or just one central location, and distinguish consistently-high ping (distance) from ping spikes (connection quality). Bugnet captures reports and performance context, so high-ping complaints and their correlation with player regions surface, an underserved-region signal.
Fix by getting servers closer to players, the biggest lever: provide regional servers (or a multi-region host) so players connect to a nearby server, dramatically cutting distance-driven ping, route players to their nearest server, and make netcode efficient. Then design for the ping you can't eliminate with latency-hiding netcode. See our guide on fixing high ping.
High ping is mostly distance, you can't beat the speed of light, but you can shorten it. Put servers near players (regional servers), then use latency-hiding netcode for the rest.