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Private diagnostic session · no account

Trace the symptom.
Test one change.

Start with what the game feels like. Your answers suggest one safe first check. Retest the same conditions to see whether that lead explains your symptom.

● Your answers and calculated results stay in this tab

Step 1 · Describe the symptom

Tell us what the game feels like.

Use numbers shown inside the game when available. If you do not know a number, leave it blank instead of guessing.

Main symptom
Which game?
Connection and scope
Was the home connection uploading or busy?
Optional in-game readings
What do ping, jitter and loss mean?

Ping is how long an action takes to travel to the game server and back. Jitter is how much that delay moves around. Loss is game data that never arrives. Lower is usually better; use the values shown inside the game when available.

Step 2 · Optional browser-path check

See how browser requests behave when the connection is busy.

Use this only when the first diagnosis points to Wi-Fi or household traffic. We compare a quiet moment with controlled downloading and uploading.

FIX LOOP BETABefore → one change → after

Before you start.

Keep this tab visible and pause games or calls for a moment. The test creates its own short download and upload traffic. When you retest, change only the one thing we suggest.

How is this PC connected?
What are you trying to isolate?

Step 3 · Check whether a change helped

Compare game readings before and after.

Enter three readings before the change and three after it. We use the middle reading so one unusually good or bad run does not decide the result.

BEFORE

Before the change ×3

RunPing ms*Stability msLost data %
01
02
03
AFTER

After one change ×3

RunPing ms*Stability msLost data %
01
02
03
What do these three readings mean?

Ping is the round-trip delay to the game server. Stability is the game's jitter reading—how much that delay moves around. Lost data is the game's packet-loss percentage. Lower is usually better.

Step 5 · Keep the raw evidence

Use a game-specific six-run sheet.

Each template includes game version, server or realm, connection, before-and-after setup labels, symptoms and evidence filenames.

Open the seven-game evidence kit →

Continue with the current game

Four published evidence guides keep the in-game context attached.

Valorant

Selected server, connection delay, lost game data and visual stutter.

Genshin Impact

Account server, solo or co-op state, platform, device heat and slowdown.

Make the comparison fair

Change one thing, then check the same situation.

Use the middle reading

Three readings reduce the influence of one outlier; they do not establish statistical significance.

Keep every run

Do not delete a result just because it is inconvenient.

Match the conditions

Keep the device, server and game mode the same.

Confirm inside the game

A better browser result is useful only when the original game problem improves too.

Turn a ping log into a readable support summary.

Paste a complete English Windows ping run, including every reply, timeout and the packet summary. Get median, p95, slowest reply and timeout counts. Add a second run only for the same destination after one change. This reads ICMP logs; it does not measure game packets.

How to collect a compatible log

In Command Prompt, run ping /n 30 1.1.1.1 and wait for the summary. This is Cloudflare's public resolver, not your game server. For the local link, find your active adapter's default gateway with ipconfig, then run ping /n 30 YOUR_GATEWAY. Use the actual gateway in place of YOUR_GATEWAY. Compare gateway runs separately from public-control runs. See the full walkthrough and interpretation limits.

Other languages, Linux/macOS output, merged runs and summary-only logs are not supported. Destination-unreachable or local-send errors need separate diagnosis and will not be treated as ordinary reply loss.

Ready to analyze. Logs stay in this tab; no log text is uploaded.

The exported summary omits raw logs and destination addresses. Median and p95 use received echo replies only; timeouts remain separate. Less-than values are reported as upper bounds. Read the calculation method. These two runs cannot prove causation or a durable improvement.