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Obviously it isn't that simple.
The biggest problem with TCP for realtime applications is as follows. This is why UDP is used for gamesvoice (VoIP)streaming real-time movies/contentDNSThe reason:When a packet is dropped in TCP, the manner in which it is handled would wreak havoc.Say you have a TCP connection open between computers X and Y, and packet number 5 going from X to Y is lost/dropped because of a network error, noisy DSL line, etc. Y will miss packet 5, get 6,7,8 etc, but will not actually USE 6/7/8 until it gets 5. So either it waits for X to retransmit packet 5 after a certain amount of time because Y never acknowledged it, or Y will say "yo, I never got 5!".Once Y finally gets 5, it will then finally use 6/7/8. Now keep in mind... the game data stream from X has been frozen completely for this time, sometimes up to half a second when a packet is dropped in TCP. Now think about how that will help your gameplay out.(It won't, it'd make the problems you guys complain about much, much worse).
either way, I doubt it can get much worse than the current netcode.