It truly is sad, with the potential that the invention of the internet
created for mankind, the amount of time , effort and investment that isps
have to put into troubleshooting videogames, video streaming, porn, etc.
I'm a terrible human being, but humanity never ceases to depress me.

Remember when the human genome project started in dial-up days you could
install the distributed computing client to help with the mass calculations
or whatever it was doing. Stuff like that never went mainstream, and now we
have huge processors sitting 99 percent idle, more bandwidth than we ever
conceived possible, and peoples priorities are game consoles and Netflix.

Humans are a big disappointment
On May 8, 2016 10:11 PM, "Justin Wilson" <li...@mtin.net> wrote:

> The only reason someone needs an open NAT is if they want to host the
> games themselves.  It varies depending on the game because some games do a
> peer host.  This is usually someone with the lowest latency connection.
> Everyone connects to this person to host the game.  Gamers want to be this
> host because it gives them a few ms of advantage.  Having an open nat does
> not affect their ability to play games.  If they can’t host the games
> simply chooses someone else who can. When you have "Strict NAT" on the
> XBox, what it effectively means is that your XBox isn't able to open an
> arbitrary port on your NAT device and have it forwarded back to the XBox.
> If it can't do this, then it is never able to "host" any chat - all of its
> connections need to be made outbound. In cases like this everyone would
> need IPv6 because they would need to connect natively via IPv6, which isn’t
> going to happen for awhile.
>
> Some other games connect to centralized servers.  World of Warcraft (PC),
> Destiny (Xbox and Playation), and others use centralized servers for the
> game.  This means the natting issue is irrelevant.
>
> Too much nat can adversely affect voice quality and other things, but only
> when it comes to hosting. Otherwise the chat is “Streamed” to whomever is
> hosting.
>
> Justin Wilson
> j...@mtin.net
>
> ---
> http://www.mtin.net Owner/CEO
> xISP Solutions- Consulting – Data Centers - Bandwidth
>
> http://www.midwest-ix.com  COO/Chairman
> Internet Exchange - Peering - Distributed Fabric
>
> > On May 8, 2016, at 8:41 PM, Jon Auer <j...@tapodi.net> wrote:
> >
> > It seems to vary by game.
> > Playing first person shooters I noticed that audio wouldn't work
> reliably & I'd get dropped into games with undesirable latency
> characteristics. Pretty similar to VoIP and issues with one way audio, not
> being able to do reinvites, etc.
> >
> > I wish they'd just bypass all the NAT issues by using native v6 with a
> fallback to Teredo. Then I'd have no problem with the blame the ISP part.
> Extra lag? Ask your ISP about IPv6 Today!
> >
> > On Sun, May 8, 2016 at 3:20 PM, Ken Hohhof <af...@kwisp.com> wrote:
> > Also, is it true this is only an issue for peer-to-peer games, not cloud
> hosted games?
> >
> >
>
>

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