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Yes in the case of corporate LANs and more complex routers and ISPs with multiple static IPs. But a common household doesn't have mutiple static IPs and the router don't create a subnet, they DMZ a single host computer.That's not true. The DMZ on a router is basically a subnet that is exposed to the WAN and cut off from the LAN. It basically removes the need to forward ports, but it opens up everything so you're more vulnerable security-wise.
Yes, router will drop unsolicited TCP/UDP packets but once the a request is made ports are opened on both sides. If you access a remote website on port 80, a local port is randomly selected, for example, let's say 11532. Once information is sent to your IP on port 11532, it's forwarded to your computer. You don't have to forward that port. The same thing happens with the Wii, but on UDP. UDP is considered connectionless because it doesn't maintain a constant connection. Packets are just sent withouth header and without acknowledgement. In TCP, packets are verified, thus a connection. UDP is used for streaming information and bypassing the acknowledge with is most useful in ideally lag-free environments (gaming).What you said about UDP packets passing through regardless of port forwarding is wrong. Nearly all modern routers will drop a random incoming UDP packet just like they will TCP. UDP is connectionless so the packets are just tossed at the router level and never sent if the correct permissions aren't set.
As I stated as you either glanced over or purposedly ignored, some routers disable their routing features after setting a DMZ meaning no one the network will have internet. Again, I said some not all. But what I was saying about breaking your internet is true. Any device/application that uses incoming TCP or UDP ports will not work correctly if you have DMZ set with your router. All those ports will go straight to the DMZ host.What you said about the DMZ breaking the rest of your internet is just funny.
Get a clue, I'm a Network Administrator and Computer Programmer. I code network applications from scratch. I have no DMZ in my network and I have no ports forwarded to my Wii or DS and Wi-Fi connection works fine. I guess it's magic.I wish you'd stop posting these threads before you research what you say.
There's no problem. You can use UDP Multicasting to do this. UDP just broadcasts data. It's how the protocol works. You set what IPs to broadcast to. There's no acknowledgement of the packets needed.ShortFuse, how sure are you it's a direct P2P between the players? And it's also weird that a person can host three others. I honestly don't think it's P2P, like I said in my previous post. Perhaps more clarification and in-depth explanation would help me.
Ok ShortFuse your information is excellent and all... but I think you should add one final section to your enormous F.A.Q...**ShortFuse tome of knowledge in regards towards anything Network based**
http://www.nintendo.com/consumer/systems/wii/en_na/connectingOnline.jsp?entryId=manualSetupIs there a way to setup a static IP for the Wii in it's menu?
Thanks.
Yeah, Verizon offers ADSL which is asymmetrical (what the A stands for). As you upload, your download speed goes down and vice versaI'm in central MA, about an hour away from Boston...as for Comcast, now that I think of it, one of the aforementioned friends connection tends to be very very crappy if he's using torrents or other downloading, on Verizon, whereas on my Comcast I can be doing pretty much anything and have a decent internet connection (Well, obviously I don't download while I game online, but still =P)
You should try enabling QoS for your Wii.First post needs some tips for how to improve connection issues.
I'm using a Linksys WRT54Gv2 with DD-WRTv23SP1 firmware by the way (aka great firmware that lets me do whatever the hell I please to my router). If anyone has tips on how to help my connection, I'd greatly appreciate...
I tried that and my internet connection became ****...You should try enabling QoS for your Wii.
Read the first port. The ports are random and they are outgoing UDP. You don't need to map/forward themIs the exact UDP range Brawl uses known? Or at least something a little better than from 1 to 2^16?