4 ms·
Sure there are people with rotten last mile conditions, but healthy networks are the normal case. You get subpar download speeds with http and choppy skype/face
by zurn 11y ago
Sure there are people with rotten last mile conditions, but healthy networks are the normal case. You get subpar download speeds with http and choppy skype/facetime/ssh if your network drops packets frequently. It's bad for business from the ISP POV. Using UDP will not work around the conditions you describe, game will still be laggy and choppy.
- Dylan16807 11y agoDownloads will work just fine if you're dropping .1% of packets. Skype is very resilient to dropped packets. Console use isn't quite so fast that a half-second hiccup is a big problem. But a naive game implementation over TCP will stutter badly and obviously every time.
- zurn 11y agoYep, and that's different from the hopelessly choppy last mile. The question here is if there's a big difference between a good (not naive) implementation over TCP vs various DIY UDP schemes, and whether that difference justifies the big complexity increases in game design due to trying to cope with out of order/lost events.
- Dylan16807 11y agoYou can only do so much over TCP. Unless you are willing to put in a significant delay, dropped packets will cause problems. You can hide them, but there will still be shots that miss, enemies that were never where they displayed, etc.