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And it's almost like network engineers haven't looked at what gaming does. > it is message-oriented like UDP and ensures reliable, in-sequence transport of mes
by vvanders 10y ago
And it's almost like network engineers haven't looked at what gaming does.
> it is message-oriented like UDP and ensures reliable, in-sequence transport of messages with congestion control
Emphasis on the sequencing. Usually in games we send multiple channels over a single connection and head of line blocking will wreak havok on your simulation.
In addition you may want different(or no) congestion control which can have significant impact on the realtime nature of your packets(I've looked at WebRTC, it doesn't make any of guarantees that you'd need in games).
- derefr 10y agoWhat are you quoting? I said in combination: • SCTP or RTCP for data that needs to arrive (both are reliable, multiplexed connection-oriented protocols, like HTTP2, where packets are demultiplexed into ordered sequences at the receiver, but are not forced into a global linearized order on the wire) • RTP for data that can be dropped. (Using RTP's realtime-video streaming dataflow semantics, under which congestion-control is handled via the client's transport layer informing the server's application layer of a reliability rate, and the server being able to do things like send more/fewer packets, or just change the data being sent to an entirely different stream, in response.)
- vvanders 10y agoI quoted SCTP wiki page, if you using them in combination that means either multiple ports or you need another protocol so you know what type of frame you're getting which adds overhead. felixgallo already covered most of my points, gaming has some specific requirements that a lot of these protocols don't provide.