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by jayd16
1653 days ago
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Unless you need twitch-shooter level ping times in your web app, websockets/TCP is fine. The rendering is client side after all. Nothing about VR rendering would involve the web stack anyhow. Http/3 is UDP. So whats wrong with http exactly? |
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For example, lets say a client is sent 3 sequential packets, p0, p1, and p2. Sadly, p1 has been dropped by network goblins. What should the client do? Well, that depends on what is in the packets. If p0-2 are messages like "append this value to a list", then it's pretty important for them to all arrive, and in-order. But if p0-2 are sequential updates to the coordinates of something then it doesn't matter if p1 is lost; you get the right final state regardless.
So in the case where you're interacting with something that's continuously moving (like, say, a person in VR) you can essentially never block on transient packet loss because there's always an update coming 10ms later. That's a big deal in terms of making the experience feel fluid.