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Bungie Answered

Intermittent full-match latency (100–132 ms) while local path to Steam Datagram Relay remains ~14–16 ms

SUMMARY
I am seeing an intermittent latency issue in Marathon where an entire match can run at a stable ~100–132 ms, while other matches immediately before or after are normal.

The issue appears to be match/session-specific rather than a general connection problem.

I captured both normal and affected matches with Wireshark. In two separate affected captures, Marathon's dominant UDP gameplay flow used the same Valve / Steam Datagram Relay (SDR) endpoint:

162.254.197.52:27060/UDP

During one of those affected matches, while Marathon was showing approximately 100 ms latency, I simultaneously tested the route from my PC to that SDR relay.

RESULT DURING THE AFFECTED MATCH:
- Marathon displayed latency: ~100 ms
- Direct ping to 162.254.197.52:
  - 40 packets sent
  - 40 packets received
  - 0 packets lost
  - Minimum: 14 ms
  - Maximum: 16 ms
  - Average: 14 ms
- Traceroute reached 162.254.197.52 in approximately 15–16 ms

This means the path from my PC/ISP to the Valve SDR relay was healthy and low-latency at the same time Marathon was reporting ~100 ms.

I have intentionally removed my local IP address and ISP/transit hop IPs from this public post. The Valve relay IPs are retained because they are remote infrastructure endpoints relevant to the issue.

----------------------------------------------------------------------
NORMAL MATCH BASELINE
----------------------------------------------------------------------

Wireshark capture: normal match

Dominant UDP gameplay flow:
- Remote endpoint: 155.133.226.84:27044/UDP
- Approximately 35,200 packets
- Approximately 461 seconds of continuous bidirectional traffic

Network test to that relay:
- Ping minimum: 16 ms
- Ping maximum: 17 ms
- Ping average: 16 ms
- Packet loss: 0%
- Traceroute reached destination in approximately 16–20 ms

The match itself had normal in-game latency.

----------------------------------------------------------------------
AFFECTED MATCH #1
----------------------------------------------------------------------

Marathon latency:
- Approximately 100 ms for the match

Dominant UDP gameplay flow:
- Remote endpoint: 162.254.197.52:27060/UDP
- Approximately 7,743 packets
- Approximately 95.8 seconds of dominant continuous traffic

No direct ping/traceroute measurement to this exact relay was taken during this first affected capture.

----------------------------------------------------------------------
AFFECTED MATCH #2
----------------------------------------------------------------------

Marathon latency:
- Approximately 100 ms for the match

Dominant UDP gameplay flow:
- Remote endpoint: 162.254.197.52:27060/UDP
- Approximately 4,433 packets
- Approximately 57 seconds of dominant continuous traffic

This is the same SDR relay observed in affected match #1.

I ran network tests DURING the affected match:

ping -t 162.254.197.52

Result:
- Sent: 40
- Received: 40
- Lost: 0 (0% loss)
- Minimum RTT: 14 ms
- Maximum RTT: 16 ms
- Average RTT: 14 ms

I also ran:

tracert -d 162.254.197.52

The destination was reached at approximately 15–16 ms.

Some intermediate routers did not answer ICMP traceroute probes, but the responding hops and final destination showed no ~100 ms increase.

----------------------------------------------------------------------
ADDITIONAL OBSERVATION
----------------------------------------------------------------------

During the second affected match, I spoke with another player in the same match who stated that they were located in the United States.

I understand that this does NOT by itself prove that the authoritative Marathon game server was hosted in the US. However, it may be relevant when combined with:

- stable ~100 ms in-game latency for the entire match;
- a healthy ~14 ms path from my PC to the local Valve SDR relay;
- two affected captures selecting the same SDR endpoint;
- normal matches using a different SDR endpoint and having normal latency.

----------------------------------------------------------------------
CURRENT INTERPRETATION
----------------------------------------------------------------------

The captures do not appear consistent with ~100 ms of latency being introduced between my PC and the Valve SDR ingress relay.

During the affected match, the SDR relay was reachable at 14–16 ms with 0% ICMP packet loss while Marathon itself was reporting approximately 100 ms.

Because the gameplay traffic is being relayed through Steam Datagram Relay, the actual authoritative game-server address is not directly exposed in the client-side capture.

The current evidence therefore seems more consistent with one of the following:

1. The match was assigned to an authoritative Marathon server in a distant region.
2. The path after the local SDR ingress relay toward the authoritative Marathon server introduced the additional latency.
3. Matchmaking / server-region selection selected a backend that was inappropriate for my network location.

I am not claiming that the game server was definitely in the US; I only have client-side evidence and the statement from another player in that match.

----------------------------------------------------------------------
WHAT I WOULD LIKE SUPPORT / NETWORK ENGINEERING TO CHECK
----------------------------------------------------------------------

Could you please check whether affected sessions can be assigned to a distant authoritative server region even when the player's local SDR ingress is low-latency?

In particular, it would be useful to verify:

- authoritative game-server region selected for affected matches;
- Steam Datagram Relay route / backend path from the ingress relay to the game server;
- whether matchmaking may mix regions in a way that places some players on ~100–132 ms servers;
- whether there are known issues involving the SDR endpoint 162.254.197.52:27060;
- whether there are server-side logs or session identifiers I can collect next time that would allow Bungie to identify the exact game server / region.

----------------------------------------------------------------------
PRIVACY / CAPTURE NOTE
----------------------------------------------------------------------

I am not attaching the raw .pcapng files to a public forum because a full packet capture can contain unrelated network traffic and potentially identifying network information.

I can provide additional sanitized packet statistics, screenshots, exact timestamps, relay IPs/ports, ping output, and traceroute output if needed.

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2件のコメント
  • Hello there,

    Thank you very much for reaching out to us and for the detailed report. We've taken note of this and will continue investigating anything that may be going awry on our end. In the meantime, while you may have attempted these already, or they may only deal with PC/ISP troubleshooting, we'd recommend trying out our Basic and Advanced Network Troubleshooting Guides to see if it helps.

    -1
  • I assume you are contractually required to suggest basic and advanced network troubleshooting every time someone opens a ticket with your support team. Because if that is not the case, I find your recommendation insulting in light of my previous message.

    Kind regards,

    0

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