It doesn't. The Windows Teredo sunset process and the usage of Teredo of Xbox are separate discussions. The server deployments are separate, the customers that are affected, etc.
I'll provide a fairly informal explanation for this divergence. On Windows, people aren't using Teredo for anything really cool (very informal) Teredo causes random headaches for customers and maintaining the service is moderately painful for our team . When we did the deactivation test, generally everything was great. On Xbox One, Teredo's usage is focused on a particular application suite and forms a critical part of an end-user experience. Teredo by itself isn't useful, it's the secure P2P connectivity we're providing to developers, and the usage of Teredo is an implementation detail of the abstraction we're providing. At some point we might considering exposing a similar abstraction in Windows (for games or otherwise) - which would put Teredo in a more advantageous light. But right now, on Windows, Teredo is just an IPv6 address providing limited end-user value. -----Original Message----- From: ipv6-ops-bounces+christopher.palmer=microsoft....@lists.cluenet.de [mailto:ipv6-ops-bounces+christopher.palmer=microsoft....@lists.cluenet.de] On Behalf Of Steinar H. Gunderson Sent: Friday, October 11, 2013 5:09 AM To: Christopher Palmer Cc: Tassos Chatzithomaoglou; Tore Anderson; ipv6-ops@lists.cluenet.de; Dan Wing Subject: Re: Microsoft: Give Xbox One users IPv6 connectivity On Thu, Oct 10, 2013 at 01:22:06AM +0000, Christopher Palmer wrote: > There are some network effects that complicate the story. Inevitably > we have to use Teredo for lots of P2P, because IPv6 is so rare. You > might have IPv6, but if your peer doesn't - alas. Also, address > selection is sensitive to policy that we'll be tuning as the Xbox One launch > progresses. How does this interact with the previously announced Teredo sunsetting process? /* Steinar */ -- Software Engineer, Google Switzerland