nanog mailing list archives

Re: Gaming Consoles and IPv4


From: Matt Hoppes <mattlists () rivervalleyinternet net>
Date: Mon, 28 Sep 2020 16:27:58 -0400

Correct - but with a server based model you can look at the lag to the worst clients and add lag to the other clients so everyone has a level playing field.

On 9/28/20 3:30 PM, Carlos M. Martinez wrote:
Delay, or “lag” in gamer parlance is everything. Have too much lag and you are dead without realizing you are dead. Lag frustrates gamers enormously and is probably one of the main drivers of NOC calls.

It seems to me that a purely client/server model will inherently have more lag issues than a peer-to-peer game.

Not to mention cost… if you are the game publisher suddenly you’re faced with maintaining a global footprint of servers with all that implies.

/Carlos

On 28 Sep 2020, at 11:21, Tom Beecher wrote:

        Why stray away from how PC games were 20 years ago where there
        was a dedicated server and clients just spoke to servers?

    Much cheaper to just let all the game clients talk peer to peer than
    it is to maintain regional dedicated server infrastructure.

    On Mon, Sep 28, 2020 at 8:35 AM Mike Hammett <nanog () ics-il net
    <mailto:nanog () 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 <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>
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        ------------------------------------------------------------------------
        *From: *"Justin Wilson (Lists)" <lists () mtin net
        <mailto:lists () mtin net>>
        *To: *"North American Network Operators' Group" <nanog () nanog org
        <mailto: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
        j2sw () mtin net <mailto:j2sw () 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.daniel () gmail com
            <mailto:sterling.daniel () 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
            <nanog () ics-il net <mailto:nanog () 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" <mattlists () rivervalleyinternet net
                <mailto:mattlists () rivervalleyinternet net>>
                *To: *"Darin Steffl" <darin.steffl () mnwifi com
                <mailto:darin.steffl () mnwifi com>>
                *Cc: *"North American Network Operators' Group"
                <nanog () nanog org <mailto: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.steffl () mnwifi com
                    <mailto:darin.steffl () 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
                    <mattlists () rivervalleyinternet net
                    <mailto:mattlists () 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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