3 ms·
So what? You dropping packets, and they are still coming, eating BW and buckets. Because traditionally UDP did not have any flow control, you just treat is as k
by Borg3 3y ago
So what? You dropping packets, and they are still coming, eating BW and buckets.
Because traditionally UDP did not have any flow control, you just treat is as kinda CBR traffic and so you just want to leave it queues as fast as it can.
If there was a lot of TCP traffic around, you just drop packets there and vioala, congestion kick sin and you have more room for importand UDP traffic.
Now, if you start to drop UDP packets your UX drops.. packet loss in FPS games is
terrible, even worse than a bit of jitter. Thank you.
- vlovich123 3y agoI really don’t follow your complaint. QUIC (and other similar UDP protocols like uTP used for BitTorrent) implement congestion control. If packets get dropped, the sender starts backing off which makes you a “fair” player on the public internet. As for gaming, that remains an unsolved problem, but QUIC being UDP based isn’t any different than TCP. It’s not like middleware boxes are trying to detect specific UDP applications and data flows to prioritize protecting gaming traffic from drops, which I think is what you’re asking for.
- KMag 3y agoBut your complaint is about QUIC, not generic UDP. QUIC implements TCP-like flow control on top of UDP, designed to play well with TCP congestion control. QUIC does play well with others. It's just implemented in the userspace QUIC library instead of the network stack.