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
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