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Mar 20, 2015 at 1:22 comment added Criticizing Israel not allowed @coderanger It's about latency. Sometimes, if a packet is lost, you don't want to wait a whole ping time to resend it! Sometimes you just want to forget about the lost packet and send the next packet anyway. Remember, 100ms latency is noticeable on a fast-paced shooter, and TCP's reliability could cause spikes of up to a second.
Dec 20, 2010 at 20:23 comment added coderanger No, it really doesn't. UDP has no place in gaming these days. People seem to think TCP has crazy overhead when it really doesn't as long as you set NODELAY.
Dec 20, 2010 at 19:24 comment added Martin I always use UDP for games, but then that depends very much upon the kind of games you're making!
Dec 20, 2010 at 17:11 comment added coderanger We have seen rare cases as high as 50%, but nothing worth testing for. I think the best (worst?) I can remember was a guy using wifi from several buildings over on a military base in the Honduran jungle (which then went over satellite for the backhaul). ~1000ms latency and 50% packet loss. In general windowing usually keeps TCP from sending too much once the link gets congested, so you just see a latency bump. UDP is another story, but you probably shouldn't use UDP for games these days.
Dec 20, 2010 at 12:09 comment added Martin I'm no expert, but I usually test with far worse packetloss rates than that; 10-20% at the minimum. Once, I accidentally left the artificial packetloss in and demoed a game with 90% packetloss (it worked perfectly) ;)
Dec 20, 2010 at 0:34 vote accept stonemetal
Dec 19, 2010 at 23:56 history answered coderanger CC BY-SA 2.5