4 ms·
The problems raised here can be solved with parametrizing TCP itself. A few notes here: (a) Packet reordering is highly dependent on the timescale that you use
by dedalus 13y ago
The problems raised here can be solved with parametrizing TCP itself. A few notes here:
(a) Packet reordering is highly dependent on the timescale that you use. Its far worse in micro/smaller timescales than to be seen as attached in the graph
(b) By using TCP URGent byte effectively you can hack some realtime control stuff onto a data stream
(c) The fast retransmit not kicking in can be resolved by lowering the number of dupacks from 3 to 1 and add a timer that kicks in the fast retransmit after the timer expiry. This isnt a new ide. BTW 50% is the standard number for the whole internet so your stats does not show anything different from the standard internet
(d) TCP slow start after idle can be disabled on server side
(e) Agreed all of these require some co-operation from the client side which might be hard to get (especially on windows) but can easily point to a http proxy for the MMORPG in question and usually the speed benefit will drive the adoption of such proxies before actually having someone sell a Gamer TCP Stack :-)
Long story short all the problems can be mitigated to some degree within the norms if you use the right proxy :-)