This has as many reasons as there are games out there. Each game implements different techniques to manage traffic and processing load.
Different games/modes require different methods of handling data, some more demanding than others. FPS games for example have “Ticks”
Ticks are the rate at which the game updates. this is especially important for fast paced games. CSGO for example running on official servers have 64 Ticks per second, which means it sends information to all palyers 64 times in a second.
Some will argue this is bad, since 1-2 ticks more could be sufficient to be faster than your opponent. So some Custom servers bump this limit to 128, making them far more accurate, but more demanding as well. (hence its not a thing on official servers).
of course as others have mentioned, games implement either thin or thick clients. Which means that the load is either on the clients side or the server side. Now both of these methods can be a disadvantage on their own (for the performance of the client or the server, or anti-cheat issues).
In addition, traffic matters as well. Servers that are hosted farther away will perfrom worse than the ones closer, or the ones farther away will actually perform better, due to low load.
Its a ton of variables that play into this, all of which can either better or worsen for some individuals.
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