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 <[email protected]> wrote:
> 
> On Wed, Sep 30, 2020 at 2:50 PM Josh Luthman
> <[email protected]> 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

Reply via email to