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".
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".
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.
So, we have added 24 bytes to the header because of the address difference, and removed 4 bytes from other places.
Now again, there are many differences between IPv4 and v6 that are much more relevant to latency than this extra header overhead. But it is a real overhead, there is no extra scope for payload. Your observation with ping is just wrong (most likely both versions are just padding the packets up to 64 bytes by default).