Is the internet type different in the US than in other countries?

I've been living in Korea for most of my life and been playing a mobile game called Zombiego(좀비고). You're gonna have to copy paste the Korean letters if you want to take a look at the game. I've been playing this game for number of years now and I can say without a doubt that it's my #1 game. About a month ago, I had to move to the US for political reasons which I did. I started playing the game and I noticed something strange. The game was much slower and lagging despite the fact that it was an iPhone 8 Plus which should run 99 percent of the games smoothly. I emailed their customer service searching for the reasons and ways to fix this. Disappointingly, they provided me ways to boost the phone which wasn't the problem for me. I emailed them once more and they responded, "Please note that the internet speed varies from country to country, so please consider that fact as well." I was confused when I read this because they noted that the internet "speed" varies from country to country. I think they meant the internet "type" might be different in other countries because there's no way the game was slow because of the internet "speed". I'm also considering the fact that since there's a distance between the US and Korea, the server is far so that's why the game is slow. Please help me. Everytime I play this game, I'm not sure I'm having fun or stressing because the game's too slow to the point that some people would call it unplayable.

There's no "type."

However, the servers for this game are located in Korea, which is a long, long way from the US. So yes, your access may feel a little slow.

You're connecting to a Korean server from the US, obviously there's going to be network lag.

Internet speeds in the Republic of Korea make Stateside speeds look like the Third World. Maybe the Fourth.

Time to find a new game. You're playing a game based/connecting off a server around the globe. Nothing you can do to speed it up except move back to Korea.

Yes but not almost in every countries

The internet protocols are the same around the world. It is called "interoperability." In order to work AT ALL, the service providers in various countries MUST conform to the standards. It might not matter to you to know this, but if you did a web search for something called an "RFC" then you could find the "rules" for every protocol used on the internet. EVERY ONE of them.

There's no "type" on the internet. Here in the USA we have an old phrase: A chain is no stronger than its weakest link. Well, there's an internet equivalent: A connection is no faster than its slowest link. And this is where "routing" gets involved. Most of the time, connections use an optimized route based on "routers." The router is like a switchboard. It connects your computer to a network segment that sends your connection data to your selected destination. But that segment might have to route you again if your target isn't on its sub-net. In fact, you might need dozens of "hops" - like a runner in a relay race handing off the baton, where the baton represents your traffic and each runner is one hop.

Speed becomes an issue twice in this process. First, if any hop is unusually slow (i.e. The runner is slow) then that slows down your traffic. Second, if you need a lot of runners (a lot of hops) to get the baton (traffic) from point A to point B, each router has to receive complete packets before it can send them farther along towards their destination. This is called "store and forward" message transmission.

I'm going to bet that when you were still in Korea, you had a lot fewer hops to get to your server. Now, I'm betting you have a lot MORE hops to get there since you now have multiple international boundaries to cross. That boundary crossing makes a difference because some routers at national boundaries act as firewalls, blocking messages that they don't want to enter their national sub-net. Even though your connection succeeds, the hops and boundary delays add to the time for each portion of your traffic. And the odds are very great that the game folks use a sequence-number system to assure that they can resend any "lost" packets. That means their server can't send another piece of the traffic until it gets an ACK for the previous part. (That ACK is like an e-mail delivery receipt.)

I guess one could say that the "net" result is that your problem is distance and the number of hops you have to take. It is NOT a difference in the structure of the net, but rather of the INFRAstructure of the net.

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