Forum Discussion
In the video above I specifically in the packet selection selected UDP. Now in the video above there is packet loss before the packets reach the final hop where of course it would be 100%.
So the fact is I need to document this more and more over this weekend and try to provide this to cox.
And again the above was UDP and thus they can't give me the run around that its ICMP
As in respect to this"
- If you can, try having a dedicated system run the testing 24/7. I have a system hard wired to my router/modem all day, every day as a check for outages.
- If you can't test 24/7, I would suggest having a test running during peak times (nights/weekends) and/or when you're trying to play games/stream/etc."
Is there a way I can capture my pings with ping plotter while actually playing the fortnite on my PC instead of just pinging a server?
If there is can you help me with setting the test up. And if not would my best bet be to run UDP specifically to all different sorts of servers then test the aws ones to isolate the issue.
As far as I know, you're only able to ping specific server hosts/IPs - not a specific Fortnite server. The Fortnite servers may all fall under an umbrella IP (load balancing maybe) - if Epic can provide a server IP to use for network diagnostic purposes, I would suggest running Ping Plotter in the background at that IP while playing.
It really shouldn't be necessary, but if you record your session while running PP at an Epic server and can corroborate packet loss symptoms in game with the network diagnostic data, that would make the issue pretty evident.
I believe you can run PP to multiple targets simultaneously as well, which would be another way to demonstrate packet loss. If you're seeing 10% packet loss to multiple targets at once and the PL%'s are all beyond your network, that would be obvious as a problem with either Cox's infrastructure or a partner's infrastructure (Level 3 for example, which I believe is owned by Century Link).