Hi Everyone -

We've had very fruitful discussions with members of this community on Xbox One 
networking behavior, in particular concerning P2P multiplayer gaming activity. 
In an effort to continue that useful dialogue, we wanted to provide an 
informational update for Xbox One, but also share relevant details on upcoming 
Windows functionality in terms of Teredo and IPv6 usage. We also include some 
observations about IPv4 and IPv6 health that may be broadly interesting, 
especially as it pertains to network readiness for Xbox multiplayer via IPv6.


New Xbox experiences launching on Windows 10 will use Teredo for P2P 
communications
--------------------
Earlier this year we announced some Xbox functionality coming to Windows 10. 
One key feature of Windows 10 is enabling multiplayer gaming and chat 
functionality between Xbox One consoles and Windows 10 devices. This 
functionality on Windows 10 will behave similarly to how multiplayer works 
today on Xbox One, using Teredo for NAT traversal and IPsec for security. When 
used for Xbox Live enabled experiences, the Windows 10 Teredo client will 
prefer originating traffic from the IANA-registered port, 3074, when available. 
More detailed guidance on Xbox One behavior is linked at the bottom of this 
email.

It also should be noted that Windows supports a broad range of applications and 
a huge portfolio of great games outside of the Xbox Live ecosystem. In general, 
Microsoft encourages broad adoption of the recommendations in RFC 4787, RFC 
6092, and RFC 6888 to maximize the viability of P2P technologies for all.


IPv4's P2P health is degrading
--------------------
Qualitative and quantitative evidence available to us indicates that overall 
availability of functioning P2P connectivity on the IPv4 Internet is decreasing 
over time. In particular we are concerned that IPv4 address scarcity is forcing 
many small and medium market network operators to deploy carrier-grade NAT 
functionality. 

This often results in end-users being intractably stuck behind "strict" 
networks with degraded multiplayer experiences as a result. Healthy, 
standards-compliant IPv6 access is broadly needed, sooner rather than later. 
However, we have identified a few areas of concern in regard to IPv6 support 
that will hinder the efficacy of enabling multiplayer on IPv6.


IPv6 is being deployed, but not perfectly, jeopardizing IPv6 P2P 
---------------------
Across the Xbox One customer base, in particular for customers who play 
multiplayer games, we observe that a substantial minority (around 20%) of 
devices have native IPv6 configured. This represents a much higher IPv6 
penetration rate than Microsoft's other products and services report, as well 
as public data from other sources. 

However we have numerous concerns about IPv6's growth. We are often finding 
that retail customer premise equipment is configured with IPv6 disabled by 
default, requiring user action to enable. 

We've also encountered a very small set of reports where IPv6 latency and 
bandwidth performance are suboptimal compared to IPv4. Reports of this nature 
have usually focused on streaming media experiences and user concern that IPv6 
is slower than IPv4 (i.e. "I get 1080P resolution with IPv4, and 720P with 
IPv6"). In the rare cases where these reports have been substantiated, the 
primary culprit has been differences in deployed CDN support. 

Also, some networking hardware and operators apply firewall policy to the IPv6 
path contrary to RFC 6092 recommendations. Of particular concern are 
configurations where unsolicited inbound IKE/IPsec traffic is not permitted in 
the default operating mode. Growth of these non-conformant configurations puts 
the P2P benefit of the next generation Internet in jeopardy. It would be 
incredibly regrettable if IPv6 necessitated the high level of configuration and 
inefficiency currently required for IPv4.


Deprecating public Teredo servers for Windows Vista and Windows 7
--------------------
On May 4th, 2015, we began deactivating Microsoft's publicly available Teredo 
servers currently configured as the default servers for Windows Vista and 
Windows 7 clients. This is a result of limited usage on those platforms and our 
desire to focus our operations on Xbox One and Windows 10.


If you read this far, you are awesome.

We will likely request a NANOG presentation slot later in the year to discuss 
these points, but we want to make sure we have sufficiently interesting and new 
things to discuss before swallowing up people's time.

Network operators and CPE manufactures are encouraged to reach out to our team 
at xboxter...@microsoft.com with operational questions. Please note that our 
most common reply will be "better documentation is coming later in the year," 
but we will try our best to respond to questions quickly.

Thanks for your time,

Darrin Veit & Christopher Palmer
Xbox Platform Networking 
Operating System Group

Current Xbox One Multiplayer Networking Guidance
-------------------------
http://download.microsoft.com/download/A/C/4/AC4484B8-AA16-446F-86F8-BDFC498F8732/Xbox%20One%20Technical%20Details.docx










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