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 <http://www.ics-il.com/>
<https://www.facebook.com/ICSIL>
<https://plus.google.com/+IntelligentComputingSolutionsDeKalb>
<https://www.linkedin.com/company/intelligent-computing-solutions>
<https://twitter.com/ICSIL>
Midwest Internet Exchange <http://www.midwest-ix.com/>
<https://www.facebook.com/mdwestix>
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<https://twitter.com/mdwestix>
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<https://www.youtube.com/channel/UCXSdfxQv7SpoRQYNyLwntZg>
------------------------------
*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 <http://www.ics-il.com/>
<https://www.facebook.com/ICSIL>
<https://plus.google.com/+IntelligentComputingSolutionsDeKalb>
<https://www.linkedin.com/company/intelligent-computing-solutions>
<https://twitter.com/ICSIL>
Midwest Internet Exchange <http://www.midwest-ix.com/>
<https://www.facebook.com/mdwestix>
<https://www.linkedin.com/company/midwest-internet-exchange>
<https://twitter.com/mdwestix>
The Brothers WISP <http://www.thebrotherswisp.com/>
<https://www.facebook.com/thebrotherswisp>
<https://www.youtube.com/channel/UCXSdfxQv7SpoRQYNyLwntZg>
------------------------------
*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?