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by kabdib
3008 days ago
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If you changed TCP sufficiently to make it a real-time protocol suitable for gaming, it wouldn't be TCP any more. Reliable streaming and real-time packet delivery are two completely different animals. I would argue that bandwidth-sharing fairness with stuff going over UDP is easy: Just start dropping packets when pipes get full. Most updates are going to be pretty small. It's not like game developers want the user experience of their titles to be bad, after all. |
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You’re not consindering a server, the bandwidth is very high on the backend and does saturate links. You run many servers per physical or virtual machine due to cost, so you can have 1000s if players connected over a single network path.