Is your feature request related to a problem? Please describe.
In CS2, network stability (packet loss/jitter) is often more critical than raw latency (ping). During peak network hours, many servers with low ping suffer from intermittent packet loss, which severely impacts the sub-tick engine's performance. Currently, the server picker only shows latency, which is insufficient for players to identify the most "stable" path.
Describe the solution you'd like
Instead of automatically testing every server at once, I propose adding a "Test Quality" button next to each server entry.
When clicked, the tool should send a small burst of UDP/ICMP packets (e.g., 20 packets) to the selected server.
The tool should then calculate and display the Packet Loss % and Jitter (ms).
This allows users to perform an on-demand "health check" on specific servers without triggering network rate limits or wasting resources.
Describe alternatives you've considered
Currently, I have to open a separate terminal and run mtr or ping for specific server IPs, which is cumbersome and not integrated into the application.
Why this is important
For many players, a server with 80ms ping and 0% loss is significantly more playable than a 30ms ping server with 10% loss. Providing this "health check" feature would allow players to make data-driven decisions on which routing path is actually stable.
Is your feature request related to a problem? Please describe.
In CS2, network stability (packet loss/jitter) is often more critical than raw latency (ping). During peak network hours, many servers with low ping suffer from intermittent packet loss, which severely impacts the sub-tick engine's performance. Currently, the server picker only shows latency, which is insufficient for players to identify the most "stable" path.
Describe the solution you'd like
Instead of automatically testing every server at once, I propose adding a "Test Quality" button next to each server entry.
Describe alternatives you've considered
Currently, I have to open a separate terminal and run mtr or ping for specific server IPs, which is cumbersome and not integrated into the application.
Why this is important
For many players, a server with 80ms ping and 0% loss is significantly more playable than a 30ms ping server with 10% loss. Providing this "health check" feature would allow players to make data-driven decisions on which routing path is actually stable.