Street Fighter V

Street Fighter V

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Does port forward really help with connection
I've tried port forwarding from below link but seem like no traffic caming through these port at all the other thing like ip cameras work fine with port forwarding but Street Fighter V ports counter always zero
http://steamcommunity.com/sharedfiles/filedetails/?id=757254520
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Showing 1-15 of 16 comments
Bad_Conduct Jul 23, 2017 @ 1:07pm 
If the ports were blocked, you would get 0 connection. Outbound ports are never blocked. If you had some weird Firewall that randomly disconnected people from specific ports as a security feature, I could see it make a difference, but from a network perspective, you are not actually hosting a server and you don't need any ports open.

Connections are made with a handshack to the server, so at no point do you "host" your own server.
Last edited by Bad_Conduct; Jul 23, 2017 @ 1:08pm
IITWLLII -ES- Jul 23, 2017 @ 2:44pm 
Originally posted by Jediking:
....but seem like no traffic caming through these port at all....
Which tools did you used to monitor your SFV multiplayer traffic?

These are the most crucial ports, which need to be open to establish a P2P connection:
TCP+UDP 30870 = Battle Lounge
TCP 30840-30859, 30870-30879 = Ranked / Casual Matchmaking

You will definitely see traffic on these ports when you play online.
The other ports are meant for SFV server connections (login / online player database etc).

If the above ports are blocked you will either not be able to establish a connection at all, or if you have a symmetric NAT, chances are high that your connection will be routed over a relay server = often a laggy/fluctuating 2 bars connection => less chances to get by the player ping filter in automatchmaking.

What's your connection issue anyway?
JedikingPower Jul 23, 2017 @ 3:15pm 
Use Mikrotik RB951G-2HnD I got public IP and every matches connect through P2P connection but it takes too long to find matches
Bad_Conduct Jul 23, 2017 @ 4:04pm 
Originally posted by IITWLLII -ES-:
Originally posted by Jediking:
....but seem like no traffic caming through these port at all....
Which tools did you used to monitor your SFV multiplayer traffic?

These are the most crucial ports, which need to be open to establish a P2P connection:
TCP+UDP 30870 = Battle Lounge
TCP 30840-30859, 30870-30879 = Ranked / Casual Matchmaking

You will definitely see traffic on these ports when you play online.
The other ports are meant for SFV server connections (login / online player database etc).

If the above ports are blocked you will either not be able to establish a connection at all, or if you have a symmetric NAT, chances are high that your connection will be routed over a relay server = often a laggy/fluctuating 2 bars connection => less chances to get by the player ping filter in automatchmaking.

What's your connection issue anyway?

Ports are blocked entering your network, opening ports doesn't really do anything. You need to port forward to a device on your network
But that isn't how P2P works
Your system calls out to a trusted source, the CFN server, makes a handshack, then allows the traffic in based on that sercurity. Firewall ports are used to host servers, like port 80 to your PC NAT address for a web server.

This doesn't do anything. Unless your firewall is just blocking all traffic into your network, but that isn't normally how a firewall is configured. If all traffic going into your network was blocked, you wouldn't be able to view websites or download anything.
Last edited by Bad_Conduct; Jul 23, 2017 @ 4:06pm
IITWLLII -ES- Jul 23, 2017 @ 8:13pm 
Originally posted by Bad_Conduct:
....

This doesn't do anything. Unless your firewall is just blocking all traffic into your network
....

Sadly this isn't the always the case, some router's default configurations don't allow P2P connections and these players have to play over laggy relay servers instead (2 dots connected to a square icon), unless they use port forwarding. If a user has a router with symmetric NAT, the problem becomes even worse, because port forwarding will not work, unless the player switches from symmetric NAT to a cone NAT. Symmetric NAT uses dynamic/random ports for EVERY single connection, router hole punching/STUN will not work).
________

Another example for strict/moderate NAT is the Call Of Duty game series, some users have to open ports to allow non-strict gaming (get rid of the NAT error).
Call Of Duty MW2 NAT overview:
-------------------------------------------------------------- | NAT levels | Player 1 | Player 2 | Player 3 | | | OPEN NAT | moderate NAT | strict NAT | |---------------|------------|----------------|--------------| | Player 4 | works | works | works | | OPEN NAT | | | | |---------------|------------|----------------|--------------| | Player 5 | works | limited | issues | | moderate NAT | | | | |---------------|------------|----------------|--------------| | Player 6 | works | issues | issues | | strict NAT | | | | |------------------------------------------------------------| OPEN NAT: able to chat with other people, as well as join and host multiplayer games with people who have any NAT type on their network. MODERATE NAT: able to chat and play multiplayer games with SOME people; however, you might not be able to hear or play with others, and usually you won’t be chosen as the host of a match. STRICT NAT: only able to chat and play multiplayer games with people who have an OPEN NAT type. You can’t be chosen as the host of a match.

Killer Instinct (XB1 / XBOX Live services / voice chat) also requires specific router/firewall settings, to get rid of the strict/moderate NAT issue.

Let aside the problems with Teredo and UPnP.... which doesn't even work properly sometimes, so port forwarding needs to be used instead and some routers need to disable other specific security options, to be able to use Teredo tunneling without any limitations.

Originally posted by Jediking:
Use Mikrotik RB951G-2HnD I got public IP and every matches connect through P2P connection but it takes too long to find matches

What's your continent / region? and SFV rank?
Do you have the yellow handshake icon in your profile?
CHAINBREAKER Jul 23, 2017 @ 10:05pm 
Its just something people tell you to defend the netcode, what other game requires port forwarding for the online to be playable? None that I know of.
JedikingPower Jul 24, 2017 @ 2:03am 
Originally posted by IITWLLII -ES-:
Originally posted by Bad_Conduct:
....

This doesn't do anything. Unless your firewall is just blocking all traffic into your network
....

Sadly this isn't the always the case, some router's default configurations don't allow P2P connections and these players have to play over laggy relay servers instead (2 dots connected to a square icon), unless they use port forwarding. If a user has a router with symmetric NAT, the problem becomes even worse, because port forwarding will not work, unless the player switches from symmetric NAT to a cone NAT. Symmetric NAT uses dynamic/random ports for EVERY single connection, router hole punching/STUN will not work).
________

Another example for strict/moderate NAT is the Call Of Duty game series, some users have to open ports to allow non-strict gaming (get rid of the NAT error).
Call Of Duty MW2 NAT overview:
-------------------------------------------------------------- | NAT levels | Player 1 | Player 2 | Player 3 | | | OPEN NAT | moderate NAT | strict NAT | |---------------|------------|----------------|--------------| | Player 4 | works | works | works | | OPEN NAT | | | | |---------------|------------|----------------|--------------| | Player 5 | works | limited | issues | | moderate NAT | | | | |---------------|------------|----------------|--------------| | Player 6 | works | issues | issues | | strict NAT | | | | |------------------------------------------------------------| OPEN NAT: able to chat with other people, as well as join and host multiplayer games with people who have any NAT type on their network. MODERATE NAT: able to chat and play multiplayer games with SOME people; however, you might not be able to hear or play with others, and usually you won’t be chosen as the host of a match. STRICT NAT: only able to chat and play multiplayer games with people who have an OPEN NAT type. You can’t be chosen as the host of a match.

Killer Instinct (XB1 / XBOX Live services / voice chat) also requires specific router/firewall settings, to get rid of the strict/moderate NAT issue.

Let aside the problems with Teredo and UPnP.... which doesn't even work properly sometimes, so port forwarding needs to be used instead and some routers need to disable other specific security options, to be able to use Teredo tunneling without any limitations.

Originally posted by Jediking:
Use Mikrotik RB951G-2HnD I got public IP and every matches connect through P2P connection but it takes too long to find matches

What's your continent / region? and SFV rank?
Do you have the yellow handshake icon in your profile?
Bronze rank SEA region. Did you mean blue circle and handshake inside yes I have that icon.
It strange that port forwarding not works for SFV but something else like IP Camera,Remote Desktop work just fine maybe something to do with my ISP.
Bad_Conduct Jul 24, 2017 @ 5:41am 
UPnP is a service that allows discovery of local network devices without creating firewall rules, this has nothing to do with connecting to the internet or P2P.

P2P wil only be blocked if you disable the outbound ports (which people do), or if you are hosting a server. P2P is always dynamic IP ranges, so are most games. This is by design, not a flaw. You could undo all of your port forwarding and get the exact same experience, because this has nothing to do with gaming online.

None of this has anything to do with connecting to the game server, like I said. You call to the server, the server accepts your call, you make a hand shack, and open a trust relationship. It has nothing to do with opening ports on the firewall. And "opening ports are your firewall" does nothing, open ports that are not forwarded to a device do nothing, they just point to the firewall device.
Old school games, like Quake, required open ports because you actually hosted the game on your IP address. But modern games do not, because you use a service like CFN or Steam, which creates the trust relationship for you.

I am on a Sonicwall firewall, and enterprise class firewall. It has 0 open ports. I can connect to everything just fine. Most modern online services don't require open ports anylonger. CFN does not need open ports, and opening ports will do absolutely nothing for you.

Last edited by Bad_Conduct; Jul 24, 2017 @ 5:44am
IITWLLII -ES- Jul 24, 2017 @ 1:10pm 
Originally posted by Jediking:
Bronze rank SEA region. Did you mean blue circle and handshake inside yes I have that icon.
It strange that port forwarding not works for SFV but something else like IP Camera,Remote Desktop work just fine maybe something to do with my ISP.

Hmm bronze league should have plenty of players, although I don't know about the player density in SEA region (I'm playing in Europe).

Port forwarding works just fine and is not always necessary, unless you would have the relay server connection icon (2 dots connected to a sqare).

Do you have other friends, who also live in SEA and have a different ISPs?
It's worth to ask them about their online experience + used internet protocol version (IPv4 or IPv6) + router model. If possible testplay some matches with them in a Battle Lounge and watch your ping bar (it should be ideally always 5 bars).

Btw.:
Today I've also noticed that the CFN map location maker is messed up, cold be related to the upcoming SFV update, who knows, but I'm still getting matches every 30 sec. - 2 mins.



Originally posted by Bad_Conduct:
....

I am on a Sonicwall firewall, and enterprise class firewall. It has 0 open ports. I can connect to everything just fine. Most modern online services don't require open ports anylonger. CFN does not need open ports, and opening ports will do absolutely nothing for you.

Yes "most", I know all this stuff and how it should work, but apparently it doesn't work for everyone, as mentioned before.

It's good that you have a device, which doesn't cause issues for you, but there are apparently other manufacturers and ISP's which follow own concepts, else we wouldn't have these discussions in multiplayer games over and over again.

I can only hope that we will reach a common standard for multiplayer games at some point, but we live in capitalism / global competition, so companies will always try to cook their own stuff for obvious reasons.
''Y'' Jul 24, 2017 @ 3:06pm 
Originally posted by Bad_Conduct:
CFN does not need open ports, and opening ports will do absolutely nothing for you.
Is that why Capcom themselves made a list of ports that should be opened/forwarded?
JedikingPower Jul 24, 2017 @ 3:11pm 
Seem to work better today matchmaking faster than before still not see traffic came through forwarded ports.
Bad_Conduct Jul 24, 2017 @ 3:22pm 
Originally posted by Jediking:
Seem to work better today matchmaking faster than before still not see traffic came through forwarded ports.

Because that's not how port forwarding works, and port forwarding isn't actually doing anything. Unless I call to your IP address directly on a specific port, your firewall rejects all traffic coming in, unless a formal handshack is made.

Port forwarding has nothing to do games work online. It might impact voip traffic, but I doubt it.



Originally posted by Yishai:
Originally posted by Bad_Conduct:
CFN does not need open ports, and opening ports will do absolutely nothing for you.
Is that why Capcom themselves made a list of ports that should be opened/forwarded?

Capcom released a list of ports the game uses, because people asked for it. Unless you are hosting a server, port forwarding is meaningless.
You can open all of your ports or close them all. Unless you are hosting some service that requires a connection from outside to dial into your firwall and be directed to a server behind your firewall, you are just opening ports for no reason.

You are literally doing nothing.



Originally posted by IITWLLII -ES-:
Yes "most", I know all this stuff and how it should work, but apparently it doesn't work for everyone, as mentioned before.

It's good that you have a device, which doesn't cause issues for you, but there are apparently other manufacturers and ISP's which follow own concepts, else we wouldn't have these discussions in multiplayer games over and over again.

I can only hope that we will reach a common standard for multiplayer games at some point, but we live in capitalism / global competition, so companies will always try to cook their own stuff for obvious reasons.

That's not what I meant. My Firewall, by default, blocks ALL traffic. There is no UPnP. And it works. Why? Because using any modern gaming service has nothing to do with port forwarding.

There already is a common standard for multiplayer games.
If YOU are hosting a Minecraft server, at your house, and someone needs to connect directly to your IP address in order to join the server, then you need to forward those ports to your server.

If you are dialing into a P2P gaming service, like Steam or CFN, the connection is already established by a handshack with the third party and you do not need to do anything.

Opening ports on yrou firewall does nothing. Putting your devices in a DMZ (is stupid and) also does nothing. NAT isn't impacting how your router works, DMZ's are not making less lag. The only thing I can possible think people are doing is creating less overhead on their routers by disabling settings and getting better performance from a cheaper router. When I checked my connects when playing this game, I noticed it was using IPV6 anyway, so IPV4 NATing may not even be relatant to this game.
Last edited by Bad_Conduct; Jul 24, 2017 @ 3:25pm
IITWLLII -ES- Jul 24, 2017 @ 7:58pm 
Originally posted by Jediking:
Seem to work better today matchmaking faster than before still not see traffic came through forwarded ports.

Use Windows Performance Monitor => network tab
check StreetFighterV.exe when it is running

There you will see all ports and destinations SFV uses for login to CFN + UDP connections for matchmaking if you are in a battle lounge or have an active automatchmaking running.

This is how it looks like:
https://pasteboard.co/GCvc4Pi.png

Originally posted by Bad_Conduct:
That's not what I meant. My Firewall, by default, blocks ALL traffic. There is no UPnP. And it works. Why? Because using any modern gaming service has nothing to do with port forwarding.

There already is a common standard for multiplayer games.
If YOU are hosting a Minecraft server, at your house, and someone needs to connect directly to your IP address in order to join the server, then you need to forward those ports to your server.

If you are dialing into a P2P gaming service, like Steam or CFN, the connection is already established by a handshack with the third party and you do not need to do anything.

Opening ports on yrou firewall does nothing. Putting your devices in a DMZ (is stupid and) also does nothing. NAT isn't impacting how your router works, DMZ's are not making less lag. The only thing I can possible think people are doing is creating less overhead on their routers by disabling settings and getting better performance from a cheaper router. When I checked my connects when playing this game, I noticed it was using IPV6 anyway, so IPV4 NATing may not even be relatant to this game.

If there would be a real common standard for multiplayer games, we would only have to use different port ranges for different games, and not some "random" ones, or even better we would not have to worry about that stuff at all.

It's a fact that you can become a HOST in some games as mentioned above, that's why you see the well known "migrating to a new host" message in some shooters, thus need specific ports to open for some routers.

Ever wondered why you can enter a lobby in Street Fighter IV, both players accept the match and after the loading screen the connection fails/the match is cancelled and you both are back to the lobby screen? Symmetric NAT is also a reason why some Thompson/Technicolor routers can not play over P2P in SFV and the connection runs on laggy relay servers as a workaround, unless you modify the router settings to use cone NAT.

DMZ simply "disables" your router firewall, it should not be used on devices with sensitive data for obvious reasons, It can help for diagnistics/quick troubleshooting, some players use it permanently anyway (especially on consoles), because they don't have to fiddle around with port forwarding, or when their UPnP isn't working.

SFV does use preferably IPv4, because many users still have IPv4 connections only, it will take some years until most users/services transition to IPv6 only. This is why we have the hated Microsoft Teredo protocol as a workaround in Killer Instinct.

DS-Lite users even have to call their ISP to get rid of constant connection instabilities/disconnects in SFV and Playstation Networks and some other P2P games.... and here we are back to the common gaming standards again, it's a complicated topic with too many factors/participants involved, there have been countless discussions all over the internet about it, it's definitely not something "imaginary", so let's stop it here, I'm not in the mood to "write books about it", others did it already, everyone can look it up on the web if they are interested.
Last edited by IITWLLII -ES-; Jul 24, 2017 @ 7:59pm
JedikingPower Jul 25, 2017 @ 3:56am 
Originally posted by IITWLLII -ES-:
Originally posted by Jediking:
Seem to work better today matchmaking faster than before still not see traffic came through forwarded ports.

Use Windows Performance Monitor => network tab
check StreetFighterV.exe when it is running

There you will see all ports and destinations SFV uses for login to CFN + UDP connections for matchmaking if you are in a battle lounge or have an active automatchmaking running.

This is how it looks like:
https://pasteboard.co/GCvc4Pi.png

Wow so the ports they posted are outbound ports now I know why I didn't see any traffic came through.
Last edited by JedikingPower; Jul 25, 2017 @ 5:44am
Bad_Conduct Jul 25, 2017 @ 5:40pm 
Originally posted by Jediking:
Originally posted by IITWLLII -ES-:

Use Windows Performance Monitor => network tab
check StreetFighterV.exe when it is running

There you will see all ports and destinations SFV uses for login to CFN + UDP connections for matchmaking if you are in a battle lounge or have an active automatchmaking running.

This is how it looks like:
https://pasteboard.co/GCvc4Pi.png

Wow so the ports they posted are outbound ports now I know why I didn't see any traffic came through.

And outbound ports are open by default, unless you block them. So as I said, this has nothing to do with opening ports or NAT rules. The router knows how to use NAT, otherwise it wouldn't be a router.

Also "CFN + UDP" doesn't mean anything
UDP and TCP are two different protocols, CFN is the "Capcom fight network". It uses both, generally games run on UDP connections, otherwise they would lag waiting for a response in a TCP environment.

Everything else he said is ♥♥♥♥♥♥♥♥ and he's making it up. I've networked entire companies, I've configured firewalls/routers/switches and deployed them for a living. This has nothing to do with opening ports.

"If there would be a real common standard for multiplayer games, we would only have to use different port ranges for different games, and not some "random" ones, or even better we would not have to worry about that stuff at all."

Ports are randomized for security, and to stop multiple applications from accessing the same ports, not for convenience. They all use standard UDP/TCP connections, with host servers. It's been standardized for years. If two games used the same port, it could cause problems, so they don't. Otherwise, if two people ran two copies of SFV in your house, they would share the same port going out your firewall and it would cause communication problems. Try hosting two websites on port 80 at the same domain name and see what happens.

"It's a fact that you can become a HOST in some games as mentioned above"
This isn't true, you are hosting a game in their network, allow connections to your machine through a middle man. If the game server went offline, no one could connect to your game. No one could connect to your IP either, because the port forwarding is disabled. If this was Quake II, people could connect to your IP address if your firewall ports were open. You are never truly hosting a game, the server is always the host. That's why people ♥♥♥♥♥ about not being able to have dedicated servers in games like CoD, because their server is the real host.

"Symmetric NAT is also a reason why some Thompson/Technicolor routers can not play over P2P in SFV and the connection runs on laggy relay servers as a workaround, unless you modify the router settings to use cone NAT."

Those are not routers, they are modems. The problem most of these people have is double NATing. They have router/DHCP features enabled on their modem/router, and then connect a second router to it. So they get Public IP Address > Private IP > Private IP
This messes up the game, they can set their modem to passthrough and it should assign the public IP to the router. I've fixed a few games for people this way.

"SFV does use preferably IPv4,"
No, it defaults to IPv6 like all devices that support it, and goes to IPv4 if 6 isn't available. Why would it do the opposite?

"DS-Lite users even have to call their ISP to get rid of constant connection instabilities/disconnects in SFV and Playstation Networks and some other P2P games"
This is a different issue that is either related to the double NATing on a modem the ISP manages, or settings on their landline related to disconnects/reconnects or VOIP connections. None of this has anything to do with NAT or firewall rules. Even if it did, it has nothing to do with your home router.

And a DMZ moves a device outside of your network, disable isn't really the right word. If you wanted to host a webserver, for example, you could put a server in a DMZ so if anyone breaks into the webserver, they can't access the rest of your network.

All you are really doing is kiling your network security for no reason. You have no idea how often Ukraine, Russia and China just hammer your router for vunerabilities all day, everyday.

Anything else you still believe that I can correct for you?
Last edited by Bad_Conduct; Jul 25, 2017 @ 5:58pm
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Date Posted: Jul 23, 2017 @ 1:28am
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