Measuring…
The verdict for this game appears once the first full second of packets is in.
Comparing with other tests to this server…
Measuring…
The verdict for this game appears once the first full second of packets is in.
Comparing with other tests to this server…
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Thrown out of a raid by BEAVER? WEASEL in the middle of a Trials card?
Destiny 2 does not run pure dedicated servers. Bungie uses a hybrid model in which the physics and combat traffic of your fireteam is exchanged largely peer to peer, with Bungie's own servers handling authority and inventory. That is why the error codes are named after animals rather than servers: BEAVER and BABOON both mean a failure to reach another player's machine, and WEASEL is the general connectivity catch-all. All three are frequently your own packet loss - not Bungie's servers going down.
What this test sends: 40 packets per second of 200 bytes, matching Destiny 2 rather than a generic ping. estimated
Hybrid peer-to-peer with Bungie-hosted authority for some systems; Bungie has never published a tick rate.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
Loss is the direct cause of the animal error codes. In a peer-based fireteam it hurts twice over, because a dropped packet can break the connection to a specific player rather than merely delaying a server update.
Jitter is why enemies in a Crucible match blink between positions. With peer traffic, the quality of the worst link in the lobby shapes what everyone sees - your own stability is what you can control.
Under 60 ms is comfortable. Because part of the traffic is peer to peer, your effective latency depends on where the other players are, and a good result here is a necessary but not sufficient condition.
What you see in game, and which number on this page explains it.
| What you see in Destiny 2 | Look at | What it means |
|---|---|---|
| BEAVER or BABOON on joining | loss | Your machine could not establish a link to another player. Check UPnP first. |
| WEASEL mid-activity | loss | Bungie's general connectivity error. Look for red lines at that timestamp. |
| Enemies blink in Crucible | jitter | Peer traffic arriving unevenly; the worst link in the lobby shapes what everyone sees. |
| Only you get dropped | loss | Each peer link is separate. Your side is the one you can measure and fix. |
Destiny 2's error codes are named after animals rather than components, and that naming hides something useful: most of them describe a failure to reach another player, not a failure to reach Bungie. The game uses a hybrid model in which Bungie's servers hold authority over your character and inventory while a large share of moment-to-moment gameplay traffic is exchanged directly between fireteam members.
That is why BEAVER and BABOON both boil down to the same thing: your machine could not establish or hold a connection to another player's machine. Packet loss on either side causes it, ISP congestion causes it, and so does a router that cannot map the ports several consoles behind it need at once - which is why enabling UPnP resolves a surprising share of these reports. WEASEL is the general catch-all, and it usually means the same underlying connectivity trouble without a more specific classification.
The practical method is to stop treating the codes as mysteries and start treating them as timestamps. Leave this chart running in a second window during a raid or a Trials card. If red lines appear at the moment you are thrown out, the code was telling you the truth and the fault is on your line. If the chart is clean, the failing link was on someone else's side, and no change you make locally will prevent it.
Peer connections are also less forgiving than server connections in general, because there is no infrastructure in the middle absorbing jitter. A wireless link that is merely mediocre against a dedicated server can be visibly unstable against another household's connection, which is the strongest argument for a cable in this particular game.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Repeated BEAVER or BABOON errors.
Both codes mean your machine could not establish a link to another player. Multiple consoles behind one router without UPnP is the classic cause, because the router cannot map the ports each machine needs.
The Symptom: WEASEL at random moments.
WEASEL is Bungie's general network error. Leave this test running in a second window; if the chart shows red lines at the moment you are thrown out, the cause is your line and the code is telling the truth.
The Symptom: Errors cluster in the evening.
Peer connections are less forgiving than a server link, because there is no infrastructure in the middle absorbing the jitter. A cable is the single largest improvement available.
The Symptom: Errors when others stream.
QoS prioritising your console keeps fireteam traffic ahead of video. A dropped raid because of a 4K stream is an avoidable loss.
A failure to connect your machine to another player's over the internet. Packet loss, ISP congestion and routers without UPnP are the usual causes - it is a peer link failing, not Bungie's servers.
It is Bungie's catch-all network error. It usually points at general connectivity trouble such as packet loss between you and the rest of the fireteam.
Only partly. It is a hybrid: Bungie's servers hold authority and inventory, while a large share of moment-to-moment gameplay traffic runs peer to peer between fireteam members.
Because each peer link is separate. The worst connection in the lobby decides who gets dropped, and this test tells you whether that is yours.