| This is already done by many audio/video chat compression algorithms which use UDP. The idea being that with something like voice or video, if a packet doesn’t arrive, instead of stalling everything while you wait for a retransmit, you instead just carry on regardless. The occasional missing packet in voice is almost imperceptible, however the more packets that get lost the more the voice seems to “break up”. With video the symptoms are an accumulation of visual corruption until the next key frame. FPS games also do this (or at least used to), servers would send a stream of UDP packets of entity states (as opposed to sending deltas of state changes), so things like player1 is at x,y,z coordinate with velocity a and heading vector of b. If clients missed a packet they would just wait for the next one since it’s useless to know later where someone else was, all you actually care about is where they are, or what’s happening, now. |
For most networks the error rate is so low that I don't think it's that valuable. Also you'd still want your metadata checked otherwise it'll get potentially delivered to the wrong place.