A friend of mine has a terrible Internet connection. He’s forever complaining about his monthly data transfer cap, and how he can’t download things because of it. For Christmas he got an Xbox 360, and while he often comes to my house to play Halo online, he refuses to play it over his own Internet connection because of the data transfer usage.
So, I Googled around for information on how much data these games actually transfer over the network, to give him some actual numbers to work with. I didn’t find any reliable answers, so I decided to come up with my own statistics, and here they are!
For those of you wondering how I obtained my results, I used a 10Mbit Internet connection with no other load, and took my numbers directly from the transfer graphs on a Linksys WRT54GL router running DD-WRT firmware. Also (not that it makes any difference when you have a good WiFi signal) the Xbox 360 was connected via Ethernet, not WiFi.
- I played 21 games of Halo Reach
- 11 were Invasion
- 6 were Living Dead
- 4 were Big Team Battle
- 8 games were hosted by my Xbox 360 (judging by the large differences in data transfer between hosting, and not hosting)
The average downstream data transfer per second when hosting a game was 33.38 Kilobytes.
The average upstream data transfer per second when hosting a game was 45.63 Kilobytes.
The average downstream data transfer per second when not hosting a game was 5.52 Kilobytes.
The average upstream data transfer per second when not hosting a game was 4.82 Kilobytes.
The overall average downstream data transfer per second was 16.13 Kilobytes.
The overall average upstream data transfer per second was 20.36 Kilobytes.
I decided not to go past 21 games, because I was getting relatively consistent results by that point. I wouldn’t use this as much of a guide towards Halo 3 data transfer usage either (I suspect they are similar, but I’d like to hope that noticeable improvements have been made since 3). I hope that this data is useful to someone trying to find solid numbers for Halo Reach!