- Oct 10, 1999
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A lot of games, especially MMORPGs, use UDP as it is supposed to be faster than TCP. However, as I understand it, UDP is an unreliable transport that can result in packets either being lost or received out of order, while TCP is almost always guaranteed and in order.
So, if I were to write a multiplayer-based game using UDP, I will need to implement my own guaranteed transmission system (including all the networking stuff like re-sendings and sorting out-of-order packets and so on). However, through the internet, I would expect UDP packet loss to be reasonably high, thus severely affecting the performance of the system. In such a scenario, wouldn't TCP be more feasable rather than taking the *extra effort* to write a "guaranteed UDP transport" system? Or am I wrong?
Thanks in advance,
atwl
So, if I were to write a multiplayer-based game using UDP, I will need to implement my own guaranteed transmission system (including all the networking stuff like re-sendings and sorting out-of-order packets and so on). However, through the internet, I would expect UDP packet loss to be reasonably high, thus severely affecting the performance of the system. In such a scenario, wouldn't TCP be more feasable rather than taking the *extra effort* to write a "guaranteed UDP transport" system? Or am I wrong?
Thanks in advance,