Calculate packet loss, delivery rate, gaming-session impact and aggregate multiple network test samples.
Packet loss is the percentage of network packets that are sent but do not successfully arrive at their destination. In online games, sustained or burst packet loss can contribute to rubber-banding, delayed actions, missing updates, voice chat problems, or disconnects.
Packet loss percentage is calculated as lost packets divided by sent packets, multiplied by 100. If you know sent and received packets, lost packets equal sent minus received.
Zero packet loss is ideal. Very small intermittent loss may be unnoticeable, while sustained loss above roughly 1 percent can become noticeable in latency-sensitive games. The actual effect depends on the game, protocol, buffering, route, and whether loss occurs in bursts.
No. Web browsers cannot perform a universal raw ICMP or game-server packet-loss test from a simple page. This calculator analyzes packet counts or samples that you enter from a router, command-line test, game network graph, or other measurement source.
Ping measures latency, while packet loss measures data that fails to arrive. A connection can have low ping but still feel poor if packets are being dropped.
Yes. Enter one sent/received pair per line in the sample analyzer to calculate aggregate sent, received, lost, weighted packet-loss percentage, and the worst individual sample.