[SOLVED] Packet loss problem in game

Holystefan

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Jun 11, 2017
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In game i have problem with packet loss so i have question is it me :( or game update (warzone) it's going something like this 0,1,3,4,5,0 etc packet loss ...
It only happens to me in this game ... I've tried everything possible and there's nothing I can do to work with 0 packet loss whole game. If someone have some solution i would be grateful.
Here is my state from WinMTR:
|------------------------------------------------------------------------------------------|
| WinMTR statistics |
| Host - % | Sent | Recv | Best | Avrg | Wrst | Last |
|------------------------------------------------|------|------|------|------|------|------|
| 192.168.100.1 - 0 | 224 | 224 | 0 | 0 | 1 | 0 |
| syscore-11.exe-net.net - 0 | 224 | 224 | 1 | 1 | 3 | 2 |
| syscore-1.exe-net.net - 4 | 198 | 191 | 0 | 1 | 2 | 1 |
| 212-200-234-33.static.isp.telekom.rs - 1 | 216 | 214 | 1 | 3 | 39 | 1 |
| 212.200.7.70 - 1 | 220 | 219 | 4 | 6 | 39 | 5 |
| 79.101.106.2 - 2 | 213 | 210 | 13 | 15 | 54 | 14 |
| 74.125.242.230 - 1 | 220 | 219 | 24 | 25 | 31 | 25 |
| 142.251.78.119 - 0 | 224 | 224 | 23 | 26 | 52 | 24 |
| 142.250.213.35 - 0 | 224 | 224 | 24 | 25 | 36 | 25 |
| 108.170.250.177 - 1 | 220 | 219 | 24 | 25 | 34 | 25 |
| 108.170.236.33 - 1 | 221 | 220 | 24 | 25 | 33 | 25 |
| sof02s34-in-f4.1e100.net - 0 | 224 | 224 | 23 | 25 | 35 | 24 |
|__||||||__|
WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider

Btw if i ping just some of them like 79.101.106.2
Ping statistics for 79.101.106.2:
Packets: Sent = 88, Received = 88, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 15ms, Maximum = 33ms, Average = 15ms

It's show 0 loss as you can see... So i don't get it realy.
 
Last edited:
This is where running magic tools you do not understand how they actually function just makes this confusing.

The results you show actually show no packet loss. All that matters for packet loss is do you lose data from the end node. If you do not but the game claims packet loss you have to see what might affect a game and not this tool.

Loss at intermediate hops when there is none to the final hop mean nothing. Routers are designed to favor passing actually traffic rather than respond to ping/tracert traffic. Some also limit how much test traffic they respond to to prevent denial of service attacks. So packet loss or delays to intermediate nodes mean very little.

But lets say it was a defective fiber or router causing the data loss. You would see a certain % of data loss at that node and it would continue on at the % or higher at each node past it including to the final node. The problem is even if you would find this type of situation it does you no good unless it happens in hop1 or hop 2. If there is some undersea fiber damaged between ISPa and ISP b there is absolutely nothing you can do about it. You can only get things fixed that are either in your equipment of totally within your ISP network.

A better test is going to be leaving constant ping run to hop 1 and hop 2 while you play the game. Actual network issues will show up on these when the game reports issues. If they do not you either have loss say someplace you can't get fixed or the game is being affected by something the ping command is not. There might be things like "gamer" QoS software that came bundled with your motherboard or video card causing it. It can also be the game telling outright lies. Some games will get stuck in some video image processing routine and then blame the network because the game failed to check for the data that was sitting there waiting to be read.
 
This is where running magic tools you do not understand how they actually function just makes this confusing.

The results you show actually show no packet loss. All that matters for packet loss is do you lose data from the end node. If you do not but the game claims packet loss you have to see what might affect a game and not this tool.

Loss at intermediate hops when there is none to the final hop mean nothing. Routers are designed to favor passing actually traffic rather than respond to ping/tracert traffic. Some also limit how much test traffic they respond to to prevent denial of service attacks. So packet loss or delays to intermediate nodes mean very little.

But lets say it was a defective fiber or router causing the data loss. You would see a certain % of data loss at that node and it would continue on at the % or higher at each node past it including to the final node. The problem is even if you would find this type of situation it does you no good unless it happens in hop1 or hop 2. If there is some undersea fiber damaged between ISPa and ISP b there is absolutely nothing you can do about it. You can only get things fixed that are either in your equipment of totally within your ISP network.

A better test is going to be leaving constant ping run to hop 1 and hop 2 while you play the game. Actual network issues will show up on these when the game reports issues. If they do not you either have loss say someplace you can't get fixed or the game is being affected by something the ping command is not. There might be things like "gamer" QoS software that came bundled with your motherboard or video card causing it. It can also be the game telling outright lies. Some games will get stuck in some video image processing routine and then blame the network because the game failed to check for the data that was sitting there waiting to be read.
 

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