Gaming Consoles and IPv4

Owen DeLong owen at delong.com
Thu Oct 1 15:27:21 UTC 2020


If you write your code on <platform> to be IPv6 compliant, making the code support
dual stack is a matter of making sure that the IPv6_V6ONLY socket option is false.

Owen


> On Sep 30, 2020, at 12:03 , Daniel Sterling <sterling.daniel at gmail.com> wrote:
> 
> On Wed, Sep 30, 2020 at 2:50 PM Josh Luthman
> <josh at imaginenetworksllc.com> wrote:
>> Based on packet captures and customer experiences, that doesn't seem to be the case.
> 
> Aye, you're right I'm sure. Thank you for the correction.
> 
> Where P2P does NOT come into play is:
> 1. on xbox
> 2. standard multiplayer
> 3. CoD games since at least 2013
> 4. in the US
> 
> That is, I haven't seen a non-dedicated-server host match in standard
> multiplayer on xbox since CoD version 2013, and I've been looking.
> That's just one datapoint from one user, but I haven't played on a
> non-dedicated server since 2013 in xbox standard multiplayer.
> 
> P2P DOES come into play:
> 1. on PC
> 2. non-standard multiplayer (custom games) on any platform probably
> 3. maybe on xbox if you're not near any dedicated server. unsure on this
> 
> So yes it would seem to make sense for CoD to use ipv6 for those P2P
> games. But then -- would they have to implement dual-stack for the
> game on your PC? That seems even more complex than dual-stack on a
> hosted server
> 
> -- Dan



More information about the NANOG mailing list