View Full Version : Packet loss help.
Adrenalize
05-04-2011, 07:14 PM
Could anyone help me . i dont really understand what packet loss is. i know its terrible to have a high one tho. figured out i dont really pull host anymore cause of this 88% packet loss. do i just have to call my isp and see what they can do about it?
Jewjitsu
05-04-2011, 07:23 PM
it means you lost your packets and now you have to find them
Adrenalize
05-04-2011, 07:25 PM
Thank you for the clarification. anyone else would like to help?
chris_cr33p
05-04-2011, 07:33 PM
hahahhahhaa su jujitsu
Ladnil
05-04-2011, 07:37 PM
It means that not every piece of information your xbox is sending to the host is actually arriving at the host. If you've ever fired a shot and then had the game give it back to you as if you'd never fired at all, that was due to packet loss.
Briimstone
05-04-2011, 08:44 PM
It means that not every piece of information your xbox is sending to the host is actually arriving at the host. If you've ever fired a shot and then had the game give it back to you as if you'd never fired at all, that was due to packet loss.
Are you sure thats how it works? I find it hard to believe that 88% that his shots don't register.
Also, I have a horrible packet loss rate too (although I don't know the number, it says "warning" on my packet loss rate in Reach), but I pull host alot.
Ladnil
05-04-2011, 09:51 PM
Are you sure thats how it works? I find it hard to believe that 88% that his shots don't register.
Also, I have a horrible packet loss rate too (although I don't know the number, it says "warning" on my packet loss rate in Reach), but I pull host alot.
Reach's netcode is pretty durable. There's some redundancy built in so that if a couple packets go missing, the message still gets through. I'm no expert, but I know that all the symptoms of packet loss like double reload and bullet refunding are dramatically reduced in this game compared to Halo 3. They still exist though, because it's impossible to build a perfect system.
I'd check that all your connections between your box, router, hub, modem etc are nice and snug and try to reduce the number of connections if at all possible. The fewer stops the packets have to make between your box and the host box, the fewer opportunities for some to screw up. Shoddy wireless connections are always bad too.
And I doubt that it's 88% packet loss. Again, I'm no expert, but I don't think the game could even run at that level. More likely that 88% of the packets in the test made it through. Wikipedia (http://en.wikipedia.org/wiki/Packet_loss) says that for VOIP applications, 5-10% packet loss represents a significant impact on call quality, so the 12% implied by the 88% number would be pretty horrible, but probably not impossible to handle.
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