4 ms·
Thanks for the reply. Yeah, I understand TCP enforces packet order and works really well for large transfers etc. But when writing a game where people interact
by ehsanu1 14y ago
Thanks for the reply. Yeah, I understand TCP enforces packet order and works really well for large transfers etc.
But when writing a game where people interact in "real time" through their browser via websockets, anything to get TCP latency down is a plus in my book.
While packet loss is bound to cause some latency issues, I just want to minimize the latency hit for packet loss as much as possible. For instance, in a high packet loss situation, to overcome double loss (where a retried packet gets lost, causing 2xRTT of extra latency), perhaps TCP can send multiple retries at once after a single lost packet. For all I know, maybe this is a standard configuration parameter that I just have to set appropriately.