this post was submitted on 10 Jan 2024
293 points (100.0% liked)
Linux
48429 readers
730 users here now
From Wikipedia, the free encyclopedia
Linux is a family of open source Unix-like operating systems based on the Linux kernel, an operating system kernel first released on September 17, 1991 by Linus Torvalds. Linux is typically packaged in a Linux distribution (or distro for short).
Distributions include the Linux kernel and supporting system software and libraries, many of which are provided by the GNU Project. Many Linux distributions use the word "Linux" in their name, but the Free Software Foundation uses the name GNU/Linux to emphasize the importance of GNU software, causing some controversy.
Rules
- Posts must be relevant to operating systems running the Linux kernel. GNU/Linux or otherwise.
- No misinformation
- No NSFW content
- No hate speech, bigotry, etc
Related Communities
Community icon by Alpár-Etele Méder, licensed under CC BY 3.0
founded 5 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Most low latency use cases in games use UDP, not TCP.
Unless it's a Java Minecraft server which I believe exclusively uses TCP still.
Yeah, that would make sense as opening TCP connections is not really viable for low latency, hahaha.
Opening the connections is one thing but resends and stream ordering can also cause issues since they might delay the latest information reaching the user space application even if the packet for them has actually arrived just because some earlier packet has not. There can also be issues with implementations waiting for enough data to be available before sending a packet.
Depends. There was that one F2P COD clone which used TCP and IIRC it did fine?
If your connection is stable, the latency will more or less be the same, but TCP will consume more bandwidth because of acknowledgement packets, making it harder to keep your connection stable.
On an unstable connection, TCP latency will skyrocket as it resends packets, while UDP will just drop those packets unless the game engine has its own way of resending them. Most engines have that, but they only do it for data that is marked as "important". For example using an item is important, but the position of your character probably isn't, because it'll be updated on the next tick anyway.