so would upnp still be needed, even on ipv 6?
UPnP/NAT-PMP, no. PCP, perhaps. PCP provides IPv6 support to open pinholes in your firewall when requested by clients, to allow traffic in.
so would upnp still be needed, even on ipv 6?
so how does the router then handle devices and applications that rely on upnp?UPnP/NAT-PMP, no. PCP, perhaps. PCP provides IPv6 support to open pinholes in your firewall when requested by clients, to allow traffic in.
so how does the router then handle devices and applications that rely on upnp?
ahh so its equivalent to dmz, sorry eas trying to wrap my head around it in the absence of nat, because its a straigh public ip its no longer need a puch though method.Rely on UPnP to do what? If they have their own unique public IP, then they don't rely on UPnP - they simply don't need it.
Wanted to update everyone. My roommates xbox one received an system update day before yesterday. He noticed the dash board had some changes on it. Of course, not to his liking. I asked him to show me the networking section. Low and behold under Advanced Networking is the new Port feature. We only saw virtual ports listed here and not any 3074 ranged ports. I presumed my xbox was not going to see an update however I checked to be sure. Not updated. As soon as I get some time, I'll test to see if this new feature helps with Moderate NAT with some Port Address Restricted NAT kind routers that I have. Not sure if this feature needs to be on just one console or two or more. Will see.
That’s true, but this thread is on an Asuswrt-Merlin board.This also effects non ASUS routers and ASUS routers whom some users might not be using Merlin Or Johns FW and rather OEM FW. Merlin and Johns FW have already been modified to handle NAT issues on ASUS routers.
I can’t imagine any of that will change just because you can choose the Xbox live port. I’d be happy to be wrong, but if you’re hoping for this update to be a magic bullet fix, all I’m saying is don’t hold your breath.We are hoping that with what MS mentioned about on a reddit forum that there was supposed to be some under the hood changes to uPnP so we are hoping that with this new feature and upnp that the new changes are coming into effect and thus port forwarding will not be needed as in most cases, PF is not needed when using uPnP. My testing is all based on uPnP and NAT handling of two or more game consoles running same game and achieving OPEN NAT across the board and behaviro results seen with Port Address Restricted and Symmetric NAT kind routers.
its not impossible all that needed to be fixed was a port conflict, where both consoles requested the same port number, one got it the other got mistranslated to the wrong external port not one in the correct port range but merlin fixed that I do wish the fix will be ported to stock firmware.The problem here is people not fully understanding what these reports actually mean. Having NAT2/Moderate is not a bad thing, it's actually what you should be having. Getting NAT1/Open means your gaming console is not being NAT'ed at all, which is a bad thing, your router/firewall is essentially exposing your consoles IP directly on the WAN interface without any kind of security at all.
Why on earth would you ever need to have your gaming consoles IP fully exposed on the Internet? Online gaming has been going on for years, and pretty much all home networks due to the limitation of IPv4 have always used NAT translation to translate your single public IP address into several local IP addresses. Regular port forwarding is perfectly fine for all other online gaming, why should it be any different for a gaming console?
And it should be completely impossible to have two Xbox One's reporting Open NAT on the same network. As you most likely only have one public IP going into your home network, how would you be able to give two consoles their own fully exposed IP when your entire network only has one public IP to begin with?
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