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by IcePic
878 days ago
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If you try "ping" and "ping6" towards a multi-protocol host, you see both send 64 bytes each, so while v6 source and destination addresses take up lots of extra space, the v6 IP packets have less of the "this part could be useful for tcp" which means icmp pings can be of the same size, even though the two addresses eat up lots more bytes. Not sure if the same goes for game UDP packets, but the optional header stuff in v6 IP packets means more of it goes to the useful parts of the payload and less to "the sum of all protocol bits and flags that is not used by all traffic". |
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Anecdotally, my ping to HN is consistently 166ms with either protocol. I doubt an extra 20 bytes is going to make any meaningful difference to latency, but I'll leave that for the game devs to find out.