[DiscordArchive] I just don't see how UDP vs TCP could improve the responsiveness of arenas in WoW for example. Which
[DiscordArchive] I just don't see how UDP vs TCP could improve the responsiveness of arenas in WoW for example. Which
Archived author: HelloKitty • Posted: 2023-06-26T09:17:52.906000+00:00
Original source
I just don't see how UDP vs TCP could improve the responsiveness of arenas in WoW for example. Which particular packets do you think would most benefit from being re-designed for unrealiability? Movement is usually the most common example, but it will not automatically remove latency from the equation and it's not like WoW does movement prediction for LoS so how much would really improve if clients spammed their position constantly rather than on the 0.5 heartbeat/change?
Archived author: Fabian • Posted: 2023-06-26T09:18:53.064000+00:00
Original source
movement is one of the most important part that really requires realibity and tcp helps much with that and the overhead on it does not matter
Archived author: Fabian • Posted: 2023-06-26T09:18:59.848000+00:00
Original source
its simply too low
Archived author: Fabian • Posted: 2023-06-26T09:19:26.023000+00:00
Original source
especially in arena where you wont see that many people the overhead of tcp is not relevant at all
Archived author: Fabian • Posted: 2023-06-26T09:19:36.694000+00:00
Original source
it's how the server and client works with the packets and data
Archived author: Fabian • Posted: 2023-06-26T09:19:38.775000+00:00
Original source
not tcp
Archived author: <o> • Posted: 2023-06-26T09:20:51.345000+00:00
Original source
it's mostly about avoiding spikes when you get packet loss, you can test that with things like clumsy to see how it behaves, just keep it at a reasonable level comparable to a real-world scenario
Archived author: HelloKitty • Posted: 2023-06-26T09:21:05.666000+00:00
Original source
Some multiplayer games opt for making movement unreliable transmission with UDP though, since they'll just constantly update the position. Afaik common approach is FPS. Afaik the thinking behind it is that retransmission of old movement data is useless because the simulation of the game has moved on. So reliability matters less than discarding stale/old out of order packets.
Archived author: Fabian • Posted: 2023-06-26T09:22:53.890000+00:00
Original source
sadly udp does not help there at all. the only good thing is that your connection might not fully drop but you still wont receive and send any data at proper times. u notice it and other users also do and in games like cs go or other fps you are insta dead during those spikes
Archived author: Fabian • Posted: 2023-06-26T09:23:37.072000+00:00
Original source
it helps you to smooth out minimal packet losses tho