4 ms·
> Our networks are better now then 30 years ago You mean the networks in particular that you use? There's a lot of varied network equipment out there. Glenn wr
by bschwindHN 10y ago
> Our networks are better now then 30 years ago
You mean the networks in particular that you use? There's a lot of varied network equipment out there. Glenn wrote this article at least 8 years ago and for the types of games he works on (realtime 64-player online FPSes), I'm sure TCP still wouldn't work as well as a UDP solution.
> The trick is to hide the lag with animations
That's an understatement. A significant amount of work needs to be done with client-side prediction in order to give the appearance of playing in real time consistently with other players.
> I think google, facebook, and world of warcraft use tcp for their real time apps
Which real time apps are you referring to? In the context of this article, Glenn is talking about soft realtime systems (30 hz updates or more). There aren't any user-facing apps from facebook or google that I'm aware of that I would call "real time". For WoW, timing is less critical than an FPS and obviously TCP works well for them.