3 ms·
Yep, 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
by zurn 11y ago
Yep, 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.