Latency in cloud gaming isn’t a single number but the sum of several delays that add up between pressing a button and seeing the result on screen. Microsoft doesn’t publish any millisecond figure for the cloud and only talks about lag, so you don’t measure the response, you feel it – by whether your character reacts instantly or a beat later. Two things do more for it than everything else combined: an Ethernet cable instead of Wi-Fi and your TV’s game mode switched on. Both are free, and you only have to set them up once.
What latency is made of
| Latency component | What makes it worse | What you can do about it |
|---|---|---|
| Trip to the server and back | packet loss, Wi-Fi on the 2.4 GHz band, DSL and satellite connections, cell tower switching on mobile data | cable, 5 GHz band, a stable line rather than a fast one |
| Video encoding on the server | nothing on your side | out of your control |
| Decoding on the device | a weak or busy device, apps running in the background | close other apps, clear the Xbox app cache on Android |
| Display on the TV | game mode off, motion smoothing, mirroring the picture to a second screen | turn on game mode, play directly on the device, don’t mirror |
| Controller | Bluetooth interference from nearby devices | connect the controller with a USB cable |
| Audio | wireless headphones | wired headphones plugged straight into the device |
| Distance to the data center | where the service’s servers are located | out of your control, you can only pick a different service |
The breakdown is useful in practice: each component is fixed in a different place, and three of them can’t be fixed at all. The rest you can bring down in a single afternoon.
Network: a cable does the most
Microsoft doesn’t soften this anywhere – a cable is always the best choice in its view, because even a high-throughput wireless network can deliver poor video and audio when it suffers from packet loss or delay. And you won’t spot packet loss by speed, but by blocky, stuttering video. For PCs connected by cable, Microsoft promises three things at once: the highest picture quality, the lowest latency and the least interference.
If running a cable through your home isn’t possible, Microsoft itself offers two alternatives: powerline adapters, which use your electrical wiring as a wired network, and MoCA adapters, which run over the coaxial TV cabling. Both are still closer to a cable than Wi-Fi is.
If you stay on Wi-Fi, stick to four rules. According to Microsoft, the cloud is optimized for the 5 GHz band, specifically for 802.11 AC or N networks. Dual-band routers switch between 5 GHz and 2.4 GHz on their own, so sometimes you need to split off or enable the 5 GHz network manually. Keep only the gaming device on the 5 GHz band and move other computers, phones and tablets to 2.4 GHz. And place the router in the middle of your home – walls, floors and metal objects weaken the signal, and according to Microsoft it can also be disrupted by a microwave, air conditioning, an old CRT TV, wireless headphones and speakers, or other Wi-Fi networks nearby.
The TV is the other half of the problem
Microsoft names the TV’s game mode directly among the sources of lag in cloud gaming. Without it, the TV reprocesses the picture, interpolates frames and smooths it, which takes time that gets added to the stream delay. In the settings it usually appears as Game Mode or ALLM and is enabled for a specific input or for the whole app. The same setting is covered in the article on TV settings for PS5 – game mode, 120 Hz and VRR work the same no matter where the picture comes from.
The second thing people often overlook with TVs is mirroring. Microsoft warns that casting the picture from a device to another screen adds more latency and can throw off audio sync. A TV with the Xbox app is therefore better than a phone mirrored to the TV, even if the phone is more powerful. Which models have the app is listed in the overview of devices for Xbox Cloud Gaming.
Controller and audio
According to Microsoft, Bluetooth interference from nearby devices is a separate source of lag. On Android it therefore recommends connecting the controller with a USB cable straight away, and clearing the app’s cache in the system settings when the app misbehaves. Audio works the same way: wireless headphones are supported for both game audio and party chat, but Microsoft itself admits the sound can be delayed with them and lists wired headphones plugged directly into the device as the fix. Delayed audio affects how the game feels just as much as delayed video.
How many megabits you need and why more won’t help
When asked about connection requirements, Microsoft lists 10 Mbps on mobile devices and 20 Mbps on consoles, PCs and tablets, plus Wi-Fi on the 5 GHz band or mobile data. Its own Android support page breaks from this with 7 Mbps, which contradicts the marketing page – stick with the higher number, because the lower threshold guarantees nothing.
At the same time, that number is throughput, not latency. Above the threshold the stream needs, a faster plan does nothing for latency: a 500 Mbps line with dropouts will be worse than a stable 30 Mbps over cable. The same logic is behind the usage figures calculated in the article on data usage in cloud gaming.
What you can’t influence at all
Encoding the picture on the server and decoding it on your device is a fixed part of the path – no in-game setting will shorten it. The second thing you can’t influence is the distance to the data center. Microsoft doesn’t publish where its cloud gaming servers are located, so with Xbox you can’t even factor it in. That means the difference has to be found elsewhere: Boosteroid verifiably has servers right in the Czech Republic, in a data center run by Czech Radiocommunications (CRA), while a Czech or Slovak server can’t be confirmed for GeForce NOW. For players in the Czech Republic who treat latency as the main criterion, this is an argument for Boosteroid and its Czech servers; how GeForce NOW compares is covered separately.
When you can’t bring latency down enough
Competitive play is the line the cloud doesn’t cross. In shooters with short reaction times, fighting games and rhythm games, the delay of the trip through the server shows even with a cable and game mode on, and no plan will fix that. The cloud makes no sense there even as a temporary solution. It works well, on the other hand, for turn-based games, building games and story-driven titles where tenths of a second don’t matter – and as a way to try a game before you play it on a console. If you want low latency and your own library at the same time, go for Remote Play and streaming from your own console over your home network, where the picture never leaves your home.
FAQ
An Ethernet cable instead of Wi-Fi and your TV’s game mode switched on do the most. After that, connect the controller by cable instead of Bluetooth, use wired headphones and move the other devices in your household to the 2.4 GHz band so only the gaming device stays on 5 GHz.
Microsoft doesn’t publish any value in milliseconds, it only describes the symptoms of lag and their causes. The numbers circulating online come from third-party measurements under different conditions, so you can’t rely on them. There is only one practical test: play a free-to-play game on your connection.
Only up to the point where your line is enough for the stream. Microsoft lists 10 Mbps on phones and 20 Mbps on consoles, PCs and tablets; above that threshold, stability and packet loss matter, not the number of megabits. A fast line with dropouts is worse for the cloud than a slower but steady one.
Usually because game mode is off. The TV processes the picture and interpolates frames, which adds delay on top of the stream, while a phone display does nothing like that. The second common cause is Wi-Fi on the 2.4 GHz band or mirroring the picture from another device.
Not reliably. In games where a split-second reaction decides the outcome, the picture’s trip through the server shows even on the best connection. The cloud makes sense for turn-based games, story-driven and building titles, or as a way to try a game before buying it.
Most of this advice applies beyond Xbox too, because the physics of the picture’s journey is the same for every service – only the server distance and client settings differ, as the article on what cloud gaming is explains. If you’re just getting started with the cloud, begin with the guide on how to get started with Xbox Cloud Gaming, and more articles on the topic are in the Xbox section on Gamers Together. Information verified as of 22 August 2026.

