We are dealing with a unique situation in our res halls. They are wireless only, and we have PC and console (Xbox, PS3s and 4s) gamers that have various problems on wireless, specifically with latency, jitter, packet loss, etc.
What I'm looking for is some input, ideas, thought processes from other higher eds that deal with gamers in the res halls.
Any settings, SSIDs, traffic separation, policies, etc that people have tried to alleviate the basic gaming issues students experience on wireless.
We have the same problem and as yet to find a resolution. The first thing you have to find out is if what they are actually complaining abut is NAT type. At home using a “home” router/fw they generally turn UPnP on which allows in-bound traffic that has not been initiated internally. This is required for co-op play. Commercial class fw’s do not support UPnP.
The other issue is latency, a lot of on-line games come with a meter and if it starts to get around 20ms to 30ms the game will warn them of poor Internet connection. We are combating this with smaller cell size and more APs, but you can stuff so many APs in a building before interference becomes problematic.
I have played around with virtual wire (fw interface type) with 1 to 1 NAT on a test game network and had good results. But pushing this out to campus would be a security and management nightmare.
Luckily for us we have wired dorms and if a student is a serious gamer we recommend they move to a wired dorm. We have an eSports team and their practice arena is wired for a reason.
The NAT type issue has been going on for awhile in dorms. Google "dorm NAT" and you will get thousands of posts from angry gamers.
I've been toying around with an idea I got from another school that uses IPv6 to map gaming consoles/machines so they can have a public IP but still behind a FW.
Of course that doesn't solve the gaming over wireless problems - which is another reason I still pull drops in new dorm buildings.
We tested the 1 to 1 NAT and the gaming device would report it was happy with the NAT type but the FW will not allow traffic in that wasn't initiated from the inside. So when the gamers would join a party hosted somewhere else they could not hear everyone, enterprise class FW's do not support upnp the way a FW does for you house.
And as you said, there is still the latency issue
We have the same problem and as yet to find a resolution. The first thing you have to find out is if what they are actually complaining abut is NAT type. At home using a "home" router/fw they generally turn UPnP on which allows in-bound traffic that has not been initiated internally. This is required for co-op play. Commercial class fw's do not support UPnP.
At Aruba, we believe that the most dynamic customer experiences happen at the Edge. Our mission is to deliver innovative solutions that harness data at the Edge to drive powerful business outcomes.
© Copyright 2021 Hewlett Packard Enterprise Development LPAll Rights Reserved.