3 ms·
This is correct. Most FPS game protocols are 90%+ unreliable UDP acting as a carrier wave for a very small subset of reliable/ordered data. The key here is to g
by gafferongames 8y ago
This is correct. Most FPS game protocols are 90%+ unreliable UDP acting as a carrier wave for a very small subset of reliable/ordered data. The key here is to get this unreliable time series data across with the lowest latency and the greatest consistency (least jitter), and packet loss. That’s what we do at Network Next.
- gafferongames 8y agoAnd also, we only accelerate the part of the game that needs the low latency. Game downloads and everything else... ehh, that’s a solved problem for a while now. We accelerate only the game traffic between client and server!