Earlier quoted context omitted.
That's a very interesting case, as UDP is very reliant on MTU. If the IPv6 headers take out more space from the ethernet frame, that leaves less space for the UDP payload. Which means that a UDP payload which was at the limit for IPv4 on the typical MTU needs to be fragmented into two IPv6 packets, which will likely increase latency quite significantly. However, this will depend on each specific game, if they are usi…
If you try "ping" and "ping6" towards a multi-protocol host, you see both send 64 bytes each, so while v6 source and destination addresses take up lots of extra space, the v6 IP packets have less of the "this part could be useful for tcp" which means icmp pings can be of the same size, even though the two addresses eat up lots more bytes. Not sure if the same goes for game UDP packets, but the optional header stuff i…
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).