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Measuring X-Box Live bandwidth Consumption

imported_Sasha

Senior member
Morning Everyone,

I was wondering if anyone has labored into trying to measure the bandwidth being consumed (both downstream from the Internet, and upstream to the Internet) when playing games on X-Box Live? Specifically, has anyone measured bandwidth consumption during gameplay when playing games like Ghost Recon Island Thunder), Rainbow Six (Black Arrow), and Splinter Cell (Pandora Tomorrow)?

For the life of me, I do not even know what public IP's my X-Box is going to when I am playing online. I guess this is because my computers are upstairs and my X-box is downstairs.
 
Never actually monitored it, but from my estimates: (in terms of what your up/down is marketed as by your ISP) upstream probably takes up less than 100Kbps, downstream probably around 500-800Kbps. (I used to have 1.5/128 and recently I got bumped up in upload to 384 - that made a noticeable difference. Normally AIM is open along with whatever other programs my sister has open)
 
I didn't think that much data was being sent upstream. For instance, I always play on private servers with friends. If we play team survival with, say, four against four then that is eight people playing. And n-1 is the bandwidth that is coming downstream to the host from the Internet, right? That's a lot of UDP bandwidth being directed towards the host.

Oh course, maybe I should just post this question on the X-Box forums.
 
Maybe with Live it's a lot less, but the 128->384 in upload made a noticeable difference in R6. Maybe it was b/c I play a lot on XBC (Halo, R6 among other games) and I believe System Link games aren't P2P like Live games are (especially Halo)
 
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