A couple of observations, in no order of importance: -Getting people to buy the dual-band wireless adapters, instead of 2.4 GHz –only ones, for consoles that aren’t natively wireless. -NAT will kill a lot of games. Unless there’s a magic way to support uPnP in an enterprise wireless system, you may have to put the consoles on public address space or come up with some other workaround, or give people limited functionality (unless you already enforced NAT on the wired consoles and people are used to it.) -Wiis have been a problem, and require slowest 802.11b rates. Some Nintendos also didn’t work well with some load balancing algorithms. We’ve told Wii users to pay up for the wired adapter, as we can’t support them on wireless anymore. (Which, of course, is opposite of what you want to do.)
-Toivo, speaking for himself. From: The EDUCAUSE Wireless Issues Constituent Group Listserv [mailto:[email protected]] On Behalf Of Kellogg, Brian D. Sent: Thursday, May 17, 2012 2:35 PM To: [email protected] Subject: [WIRELESS-LAN] gaming consoles We’ll be moving to an Aruba wireless solution this summer which will give us a lot of capabilities we haven’t had. One of the objectives is to allow gaming consoles on the wireless network in order to eventually remove wired ports from the dorms. Has anyone put together some information on what is needed to get the consoles on the WLAN that would be will to share it? I believe the Wii may require 1Mbps and 2Mbps (which obviously sucks for dense deployments). Wondering if this is true and what other caveats there may be with other consoles that others have come across. Thanks, Brian ********** Participation and subscription information for this EDUCAUSE Constituent Group discussion list can be found at http://www.educause.edu/groups/.
