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by mostafaberg
3398 days ago
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I'm surely wrong at many things yes, but you are also wrong at some points, if i play a game in a bad network setting, UDP will still be a bad option, packets will be probably very mangled on a bad network and will offer no superiority over TCP, you will see more blockage on TCP, but you will probably also see your player jump all over the place with UDP coming in totally out of order, and if you implement your own way of reordering packets, then you are almost reimplementing TCP over UDP again. if a network is bad, it's bad no matter what networking protocol you'll be using. The only thing that makes UDP faster is that it comes without TCP's convenience features, and for many games, this is more than enough and the performance penalty is not usually worth it (unless you're a AAA with lots of resources and dedicated team just for the networking part) besides that if you simply opt-in to UDP because it's better, then you'll spend much more time working on the network than actually working on the game. my problem was with the generalisation in the premise, that `UDP is better than TCP for networked games`, this is not the case for a deterministic game of chess or any card/board game. UDP's only point in this article is realtime data intensive games like FPS'es. also I'm not putting security into consideration in this argument. What's your thoughts ? |
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For these reasons, TCP suffers a lot more if the network is bad. You really don't need to be a AAA company to implement TCP features on UDP.
Well article says, as you quoted:> It would greatly improve the networking of these games.
And 'these games' are he means real time games like agario. It is not a FPS but it is a real time game. There is no reason to use UDP if it is a turn based game, like a card game. But a real time is pretty much always would be better with UDP