Although there are no intermediate stations in this connection, and the entire bandwidth is used only for online gaming, NAT1 is not recommended. This means that the PlayStation is directly connected with the modem and accesses the Internet from there. The option to switch UPnP on or off is under "Internet" => "Permit Access" => "Port Forwarding" in the FRITZ!Box user interface. The advantage of this intelligent system is that no additional configuration is required, and high security is guaranteed. When data are receiverd, the firewall allows the data to pass through the corresponding ports and then closes access again. Thanks to the UPnP standard, the firewall on the FRITZ!Box detects that the PlayStation would like to send data, knows that the content concerned is trustworthy, and opens the port for the duration of communication. The FIFA 21 or PlayStation network sends and receives on certain specified ports. These are parts of the network address via which the given data packets are sent. Figuratively speaking, this firewall lets "good" programs send and receive data, but denies access to any "bad" software. All current FRITZ!Box models support UPnP, so that the online communication of the gaming hardware should generally take place without any major problems.īut how does UPnP work in detail? One of the measures ensuring that the FRITZ!Box is protected from unauthorized access is an integrated firewall.
In other words, the UPnP is what ensures that the firewall allows communication with the Internet for all programs that want to and have to exchange information. This is a collection of standardized network protocols and data formats for controlling different devices via an IP-based network. One reason for this: Universal Plug & Play, UPnP for short. When information is transmitted with a delay, what was meant to be a harmless duel at midfield can quickly become an uncoordinated tackle in the penalty area, resulting in the ref whistling for a penalty kick.įor many players online services always work smoothly, so they never have to deal with router settings. If the delay is too long, it causes a "lag" in the game: The image freezes briefly, the game is acutally much "further" than can be seen on the screen, the audio is no longer synchronized with the video, and the entries on the controller are applied too late or not at all. The game itself is loaded on the consoles of the each of theplayers.įor the connection and fun to continue, it is essential that these data packets be exchanged with no or only a very slight delay. These include, for example, the positions of the players and the ball, the score, the minute of play, and collisions of objects.
The game server routes all of the information important for the game by transferring small data packets. Three factors are always important for the technical implementation of the match: the (two) players on their devices in their own home network, and the game server that handles all of the communication. In other kinds of games there can be as many as 64 players playing with or against each other. These players are then – literally – viewers. What's more, it is possible to invite players you're friends with to watch via PlayStation network. Depending on the game mode, there can be many more. Generally two players face each other in a soccer game.