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> The problem with TCP is that it was designed a long time ago. I understand the intent here is to suggest that some of the design decisions made over the past
by Jedd 7y ago
> The problem with TCP is that it was designed a long time ago.
I understand the intent here is to suggest that some of the design decisions made over the past five decades don't align with the author's use case, but the fact TCP was originally implemented in the 1970's (though with many subsequent changes) isn't the problem.
Undeniably TCP's got some problems / features that aren't ideal now, but it's also acquired lots of extensions and knobs to turn to make it perform better in different environments.
For example:
> Amongst other techniques, KCP retransmits packets more quickly, anticipates packet loss before retransmission timeouts, and backs off more slowly when packet loss is detected.
SCPS [1] was designed (~15 years ago) to address some of the challenges with TCP on non-ideal networks - including slower backoff & more aggressive ramp up after packet loss. (Satellite comms throughput typically ends up looking like a sawtooth, meaning you waste a lot of bandwidth by TCP being overly cautious.)
I'm not suggesting it's a candidate for improving multiplayer game performance, just a nod to the fact some of these 'new' problems have been considered before.
[1] https://en.wikipedia.org/wiki/Space_Communications_Protocol_Specifications https://en.wikipedia.org/wiki/Space_Communications_Protocol_...