


CALL OF DUTY RADIANT PLAYER SPEED DOWNLOAD
Even with a 1 Mbps connection, it will take some time to download the updates. However, with the data usage involved when loading the game or uploading/downloading any additional contents, a 1 Mbps connection - with an in-game ping of less than 100 ms - would be the minimum in order to prevent exceptionally slow loading times or disconnects. Technically, a 500 Kbps connection should suffice - as long as your latency is low (and stable). Additionally, all three game modes showed download speeds of less than 300 Kbps per interval. In terms of averages, we saw an average of 560 KB data usage per 15-second interval, and an average of 179 Kbps of traffic in compared to 127 Kbps of traffic out. Now, to get an idea of how much data a typical multiplayer session uses, we have calculated the total data usage of the two Team Deathmatch rounds and Combined Arms match to be 89 MB - which is for the 40-minute session that includes the loading of the game and matchmaking times. By taking the average values of a 5-minute session, we found that the zombie mode required 6.9 MB of data, while the Team Deathmatch mode required 13.8 MB over the same period. The traffic out (upload) speeds, on average, for the Combined Arms were also slightly lower than those from the Team Deathmatch mode - albeit just a minor difference and does not amount to a significant impact on gameplay.įurthermore, as you can see from the chart above, the zombie mode uses around half the amount of data compared to that of the Team Deathmatch mode. This proved not to be the case, as the data usage remained around the 17 MB mark, with the initial match lasting 3 minutes longer than the 17 MB Team Deathmatch round.įrom our fifth session, with traffic in (download) speeds around 130 Kbps, and data usage about 100-200 KB per 15-second interval less than that of the Team Deathmatch rounds, it is clear that the larger Combined Arms mode uses between 20-30% less data compared to the smaller Team Deathmatch mode. Interestingly, when comparing the Combined Arms mode with the Team Deathmatch mode, one would expect Combined Arms to use more data - as the Combined Arms mode had double the amount of players in the regular matches (the multiplayer map was much larger in Combined Arms too). Our ping remained below 100 ms, so the multiplayer matches should run smoothly as long as it is below that number. Even while broadcasting, there was little to no impact on the connection quality during a match - since there wasn’t any significant lag that negatively affected performance.

Similarly, the data usage during a match mostly remained consistent for the majority of every session. In contrast, menu idling data usage is very low, so this should not be an issue for those with minimal bandwidth. Random traffic spikes, along with those during the loading screen when you start the game, signify the most intensive data usage when playing Call of Duty: Black Ops Cold War without broadcasting or using any other non-essential apps/services. Data monitoring started when the game loaded and ended after testing multiple game mode sessions, which were recorded in 15-second intervals. The utilization of the PRTG Network Monitor tool, while all other non-essential devices and apps were switched off, was key in our data collection process.
CALL OF DUTY RADIANT PLAYER SPEED PC
In this experiment, we aim to outline a basis of comparison for Call of Duty: Black Ops Cold War gameplay on PC by analyzing multiple forms of bandwidth and data usage. A typical core multiplayer match uses about 15-20 MB of data from matchmaking to the end of the session.The larger game mode, Combined Arms, uses up to 30% less data than the regular Team Deathmatch.A minimum internet speed of 1 Mbps is required, while download speeds greater than 15 Mbps are recommended.
