There is no special, but please refer to the following article.
If the IP band measured for RTT calculation is different from that of the game
All loophole relay servers periodically check the game server for RTT and send this information to the central server. However, if the target (usually IPv4 address) for this RTT check differs from the way the game checks it, it may be different from the value of the loophole.
Sometimes loopholes may cause problems by incorrectly specifying targets for RTT checks and measuring them to be places other than the actual game server.
If the protocol to measure for RTT calculation is different from that of the game
Basically, Dojo measures RTT using TCP protocol, but sometimes game traffic is based on UDP protocol instead of TCP protocol. (This may cause packet processing priority to change due to QoS equipment). Values may differ from actual values.
Due to the load on the game server
If the RTT calculation in the game is based on the RTT calculation for the game server where the actual game is played, the load on the server may cause a difference.
The RTT graph of Loach is not based on actual game server but because RTT calculation is performed on the network where the game server is located or the network estimated to be nearby.
Due to the impact of the network load on which the game server is located
If the network node where the game server is located is under load due to a lot of traffic, if the Loop RTT is not calculated for that network node, the graph may be different.
Due to the load on the computer itself
Rarely, the computer’s operating system (OS) slows down overall due to the load caused by the computer playing the game, which can cause RTT differences.