I’m still waiting for my ISP to turn on v6 so the consumers of my neighborhood 
ISP can get v6 service.

Going to poke them again today actually.

- Jared

> On Sep 28, 2020, at 8:37 AM, Justin Wilson (Lists) <li...@mtin.net> wrote:
> 
> It is coming back to that, but you still have so much going on that you need 
> the open ports.  I don’t gt why people fight IPV6 so much.  
> 
> 
> Justin Wilson
> j...@mtin.net
> 
> —
> https://j2sw.com - All things jsw (AS209109)
> https://blog.j2sw.com - Podcast and Blog
> 
>> On Sep 28, 2020, at 8:34 AM, Mike Hammett <na...@ics-il.net> wrote:
>> 
>> Why stray away from how PC games were 20 years ago where there was a 
>> dedicated server and clients just spoke to servers?
>> 
>> 
>> 
>> -----
>> Mike Hammett
>> Intelligent Computing Solutions
>> 
>> Midwest Internet Exchange
>> 
>> The Brothers WISP
>> 
>> From: "Justin Wilson (Lists)" <li...@mtin.net>
>> To: "North American Network Operators' Group" <nanog@nanog.org>
>> Sent: Monday, September 28, 2020 7:22:28 AM
>> Subject: Re: Gaming Consoles and IPv4
>> 
>> There are many things going on with gaming that makes natted IPv4 an issue 
>> when it comes to consoles and gaming in general.   When you break it down it 
>> makes sense.
>> 
>> -You have voice chat
>> -You are receiving data from servers about other people in the game
>> -You are sending data to servers about yourself
>> -If you are using certain features where you are “the host” then you are 
>> serving content from your gaming console.  This is not much different than a 
>> customer running a web server.  You can’t have more than one customer 
>> running a port 80 web-server behind nat.
>> -Streaming to services like Twitch or YouTube
>> 
>> All of these take up standard, agreed upon ports. It’s really only prevalent 
>> on gaming consoles because they are doing many functions.  Look at it 
>> another way.  You have a customer doing the following.
>> 
>> -Making a VOIP call
>> -Streaming a movie
>> -Running a web server
>> -Running bittorrent on a single port
>> -Having a camera folks need to access from the outside world
>> 
>> This is why platforms like Xbox developed things like Teredo.
>> 
>> Justin Wilson
>> j...@mtin.net
>> 
>> —
>> https://j2sw.com - All things jsw (AS209109)
>> https://blog.j2sw.com - Podcast and Blog
>> 
>> On Sep 27, 2020, at 9:33 PM, Daniel Sterling <sterling.dan...@gmail.com> 
>> wrote:
>> 
>> Matt Hoppes raises an interesting question,
>> 
>> At the risk of this being off-topic, in the latest call of duty games I've 
>> played, their UDP-NAT-breaking algorithm seems to work rather well and 
>> should function fine even behind CGNAT. Ironically turning on upnp makes 
>> this *worse*, because when their algorithm probes to see what ports to use, 
>> upnp sends all traffic from the "magical xbox port" to one box instead of 
>> letting NAT control the ports. This does cause problems when multiple xboxes 
>> are behind one NAT doing upnp. If upnp is on and both xboxes are fully 
>> powered off and then turned on one at a time, things do work. But when upnp 
>> is off everything works w/o having to do that.
>> 
>> There are many other games and many CPE NAT boxes that may do horrible 
>> things, but CGNAT by itself shouldn't cause problems for any recent device / 
>> gaming system.
>> 
>> It is true that I've yet to see any FPS game use ipv6. I assume that's cuz 
>> they can't count on users having v6, so they have to support v4, and it 
>> wouldn't be worth their while to have their gaming host support dual-stack. 
>> just a guess there
>> 
>> -- Dan
>> 
>> 
>> 
>> On Sun, Sep 27, 2020 at 7:29 PM Mike Hammett <na...@ics-il.net> wrote:
>> Actually, uPNP is the only way to get two devices to work behind one public 
>> IP, at least with XBox 360s. I haven't kept up in that realm.
>> 
>> 
>> 
>> -----
>> Mike Hammett
>> Intelligent Computing Solutions
>> 
>> Midwest Internet Exchange
>> 
>> The Brothers WISP
>> 
>> From: "Matt Hoppes" <mattli...@rivervalleyinternet.net>
>> To: "Darin Steffl" <darin.ste...@mnwifi.com>
>> Cc: "North American Network Operators' Group" <nanog@nanog.org>
>> Sent: Sunday, September 27, 2020 1:22:51 PM
>> Subject: Re: Gaming Consoles and IPv4
>> 
>> I understand that. But there’s a host of reasons why that night not work - 
>> two devices trying to use UPNP behind the same PAT device, an apartment 
>> complex or hotel WiFi system, etc. 
>> 
>> On Sep 27, 2020, at 2:17 PM, Darin Steffl <darin.ste...@mnwifi.com> wrote:
>> 
>> 
>> This isn't rocket science.
>> 
>> Give each customer their own ipv4 IP address and turn on upnp, then they 
>> will have open NAT to play their game and host. 
>> 
>> On Sun, Sep 27, 2020, 12:50 PM Matt Hoppes 
>> <mattli...@rivervalleyinternet.net> wrote:
>> I know the solution is always “IPv6”, but I’m curious if anyone here knows 
>> why gaming consoles are so stupid when it comes to IPv4?  
>> 
>> We have VoIP and video systems that work fine through multiple layers of PAT 
>> and NAT. Why do we still have gaming consoles, in 2020, that can’t find 
>> their way through a PAT system with STUN or other methods?
>> 
>> It seems like this should be a simple solution, why are we still opening 
>> ports or having systems that don’t work?
> 

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