I realize that. I don't think you understood what I said. Let me build some foundation here. I used to build and run/manage public gaming servers for many years, even turned into a side business. One of my servers was an Unreal Tournament server that made it to #16 in the world in the NGStats list and stayed in the top 20 for a couple of years. Also Quake 2, Quake 3, COD, Battlefield 1942, Battlefield Desert Combat mod, Battlefield Vietnam, and a few other games.
I'm very very familiar with lag, (the lag-o-meter), and its impact on gaming performance.
Yes..the lower your ping is, the better your game play is, head shots, etc etc. We all know this. But I'm still saying "What's the big whoop about?" I could set a lot of parameters in the game server managers, and when playing as a client, I can sort servers by ping anyways. And most hard core online gamers know how to sort close servers and they have a select few favorite servers they hang out on anyways.
Now..what you're trying to say here..(read up a few lines..my quotes in this reply)..are totally different things from what you said in the opening post. In your second reply ..you state it has advanced routing and can pick the most effective route to the destination server. I'm calling BS on that..it cannot control routes once a packet leaves its WAN port. It claims Geo-Filtering. Geo filtering is simply picking IP addresses that are geographically close to you. IP addresses are something you can track locations to via any of many well know IP location services. But that's not routing..that's simply ACLs that choose (or not) based on IP address..thus based on location.
I live in CT. If I select a game server in my state...at a data center in Hartford, or in a data center in New York, or Virginia...those are relatively close to me, not many "hops" away..and likely to have low latency. Versus..if I pick a gaming server that someone hosts over in the UK, or Germany..those are many hops away, will have higher latency. But this is all entry level 101 class stuff.