You upload four playables. One takes almost all the spend, two take a little, and the fourth gets a few hundred impressions and stops. The instinct is to blame bidding, raise the bid, and watch nothing change. Most delivery problems are creative problems that look like media buying problems, and you can diagnose them in a fixed order.
What the auction is actually choosing
A publisher shows the ad that earns them the most per thousand impressions. On the UA side that number decomposes roughly into how often the creative produces an install and what you pay for one: effective revenue per thousand impressions is, in practice, install rate multiplied by cost per install.
Two consequences follow immediately. Raising the bid can buy delivery for a creative with a weak install rate, at a worse price, which is why the bid lever appears to work and then shows up as a cost problem later. And a creative that never gets served has not been judged badly by the auction; it has usually not been judged at all.
Load time is priced into the auction
This cause of poor delivery is easy to miss because nothing looks wrong. A creative that takes several seconds to become interactive produces measurably fewer engagements per impression than an identical one that appears immediately, and the difference is attributed to the creative by every optimisation system in the chain.
A large playable also fails silently on slow connections and low-end devices, which are a substantial share of impressions in exactly the markets where volume is cheapest. The creative is not rejected: it just performs worse on that slice, and the model learns to serve it less.
This is why file size is a delivery variable rather than a compliance one. Meeting a 5 MB cap satisfies review. Landing well under 1 MB is what keeps a creative competitive in the auction.
The learning phase, and why day-one verdicts are wrong
A new creative starts with no history, so the system explores: it serves it to a range of audiences to estimate its rate, and that exploration is deliberately noisy. Early impressions are not a representative sample, and the early cost per install is usually worse than the creative's steady state.
Two failure modes come out of this and they are opposites. Killing a creative after a day, before it has enough data for the estimate to stabilise, which discards good creatives at random. And editing a creative that is mid-exploration, which in most systems resets what has been learned and starts the noisy period again.
The practical rule is to decide in advance how many impressions or how many days a creative gets before judgement, write it down, and hold to it. Any threshold applied consistently beats a good threshold applied when someone is anxious.
Creative starvation inside an ad group
Delivery is allocated across creatives, so a new one competes against your own established ones as well as against other advertisers. Once a creative has a strong estimate, exploration into the alternatives narrows, and a good new creative can be starved simply because the system is already confident in an older one.
This is made much worse by variant sets. Five variants of one concept present the system with five nearly identical options; the exploration budget is spread across them, none accumulates enough signal to establish itself, and they fatigue together because they are the same proposition to the same audience.
The fix is in how you structure the test: put clearly different concepts against each other, and test variants within a concept only once that concept has established itself. A concept is a different idea. A variant is the same idea with one variable changed, and the distinction is the difference between a portfolio and five copies of one bet.
The triage order
Work through these in sequence. Each is cheaper to check than the one after it, and stopping at the first that applies saves the rest.
- Check the creative's status in the dashboard. Rejected, limited and under-review states explain a total absence of delivery immediately and are missed surprisingly often, because a limited creative can still show as active.
- Check the file size and time to interactive on a real mid-range Android device on a throttled connection. If it is slow there, that is your delivery problem and no bid change will fix it.
- Check how many near-identical variants are competing in the same ad group. If the answer is more than two or three, consolidate.
- Check whether the creative has had enough impressions to be judged at all. If it has not, the question is why exploration stopped, not why performance is poor.
- Check the placement and format match: an orientation the placement does not serve, or a format the placement does not accept, produces silence rather than an error.
- Only then look at bid and budget, and treat a bid increase as a way to buy data rather than as a fix.
The signal to watch first
Interaction rate per impression, not install rate. It moves earlier, it is less confounded by targeting and bid, and it isolates the thing the creative controls. A playable with a healthy interaction rate and poor delivery has a media problem. A playable with a poor interaction rate has a creative problem, and no amount of budget will make the auction prefer it.
A worked example: reading one starved creative
Say an ad group holds an established playable and three new variants of a different concept. After a week the established creative has most of the impressions, the new variants share a small remainder, and one of them has barely been served. Walking the triage order: all four are approved and active, and the new variants load quickly on a throttled mid-range phone, but three variants of one concept are competing with each other and with a confident incumbent.
The fix is not a higher bid. Pause two of the variants and leave the strongest-looking one to represent the new concept, or move the concept into its own ad group where it is not competing with the incumbent for exploration. Then give it the impression threshold you wrote down in advance before judging it. If it still loses once it has been fairly served, that is a real result about the concept, and a far more useful one than a verdict reached on a few hundred impressions.
What to change first when it really is the creative
In order of how much they usually move the number: time to first interaction, then the clarity of the cue, then the hook, then the CTA moment. Art quality is further down that list than most teams expect, and file size is further up it than almost anyone expects.
Change one of them at a time. A creative rebuilt on four axes that improves is not a lesson. It is a new creative, and the next one starts from the same guesswork the last one did.
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