Analyze sent and received packet counts, estimate session impact, compare against a loss threshold, and aggregate multiple network tests.
Session impact is an estimate based on the packet rate you enter. Real games may send traffic at variable rates and may recover from loss differently.
Format: sent, received. Commas, spaces, semicolons, colons, tabs, or slashes are accepted.
| Loss | Typical interpretation | Possible gaming effect |
|---|---|---|
| 0% | Ideal | No packet loss detected in the sample. |
| >0–0.5% | Very low | Often minor, but burst loss can still matter. |
| >0.5–1% | Low | May become noticeable in sensitive real-time games. |
| >1–3% | Moderate | Rubber-banding, delayed updates or voice issues become more likely. |
| >3% | High | Gameplay can become unstable; investigate Wi-Fi, congestion, routing or ISP issues. |
These bands are practical guidance, not a universal game specification. Burst pattern and protocol behavior can matter as much as the average percentage.