This articles section "here are some reasons you should start using IPv6 within your own network" seems to comfirm this. None of the 6 "reasons" speak to me.
This articles section "here are some reasons you should start using IPv6 within your own network" seems to comfirm this. None of the 6 "reasons" speak to me.
My ISP router could do max 800 mbps, which isn't so bad, but it degraded when we were multiple people using the link. With IPv6 it's much less of a problem, we can easily saturate the 1gbps without the router having a meltdown.
fast.com says 50 "Mbps". Whatever that is.
I remember reading about this as well. Wouldn't that also apply to stateful firewalling, though? Or is NAT inherently more computationally difficult (e.g. due to having to recompute IP and/or TCP/UDP checksums) than checking a state table?
Yeah, not anywhere close. In ten years I’ll have one maybe.
Rare in the US. Hell, we don't even have a 1Gb connection at work.
[citation needed]
>That's why gamers push for IPv6.
[citation needed]
I don't know of a single game that supports IPv6, although some consoles might?
Maybe it's a ricer thing, but I definitely see a difference and I compared my ISP's router (which didn't display CPU load), an openwrt router without hw flow offloading support (horrible), and an UDM SE.
(I don't have an Xbox, I just see posts on my local ISP's forum)
We are on AT&T Fiber, the router has no issues. I've never seen a router have issues with any speed for that matter, where NAT is concerned.
> That's why gamers push for IPv6.
I'm a gamer, I know a lot of gamers, no one is pushing for IPv6 that I'm aware of.
https://atoonk.medium.com/linux-kernel-and-measuring-network...
Just speculating, but I believe the cost comes from all the memory operations of reading/editing/writing every packet, not from the NAT table lookup.