Forum Discussion
Home Internet Gaming Connection Issue
At some point, maybe not too far in the future, IPv4 will be considered the legacy dinosaur and IPv6 will be adopted more into the fabric of our everyday lives. The problem(s) is/are not solely about security and T-Mobile. T-Mobile pushed out as the underdog mobile carrier and started innovating to gain market share and become a contender in the space. T-Mobile runs an IPv6 network and handles cellular phone traffic and has now pushed forward to deliver on the RF broadband internet delivery to homes and businesses. They leverage both IPv4 and IPv6 addressing and use the CGNAT / 464XLAT solution to facilitate operations and manage cost. With the consumption of addressing due to more clients of all types it is necessary to consider and leverage the IPV6 addressing. It is NOT T-Mobile's fault that the game vendors continue to develop and deploy their products with IPv4 and the limitations therein. The reality is that gaming delivery could be improved over IPv6 with fewer limitations as imposed with the use of NAT and port forwarding imposed due to the fact that the IPv4 address space is nearly saturated. Sure there are possibilities to what can be done with the CGNAT solution that ISPs use but it comes down to costs and complexity. If you want lower cost there is a feature compensation. If you have fat pockets flush with cash then there are other ISP vendors that would be happy to fleece you and provide the features. It is less expensive to use IPv6 vs IPv4 as the cost and availability of IPv4 addresses drives the cost up. Long term vendors have large blocks of public IPv4 addresses they are just sitting on. When it comes to countries that have adopted IPv6 the US is in 9th place with only ~52% adoption of IPv6. France leads the pack. Want to know? Look it up.
T-Mobile is growing their business and trying to maintain costs like any enterprise company. They are shooting for the sweet spot where investment can be kept down and the returns are most impressive. I may not like all the aspects of the T-Mobile solution as it still has some warts but it is a pretty good solution when it is done right. If greed allows it to be oversold in some markets and resources are not fully capable to handle the load that is wrong. When the user distribution is done right on the resources as deployed it is actually a really good solution. Gaming can consume more bandwidth. Some games are much more demanding than others. I firmly believe T-Mobile is shooting for the general user base where bandwidth consumption is not high and the return on their investment is better. It was never intended to be the end all solution for everyone. It would be great if it were for the price point it is offered at but that is not reality.
Since the T-Mobile solution has no contract, no additional fees, no hardware cost upfront, and a modest monthly cost it is a win for many consumers. I am happy T-Mobile has challenged the ISP industry as a whole. If it were not for this solution I would be stuck with one of two options which are BOTH 2X the cost for similar service with contracts and a host of obscure fees. Do the homework.
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