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    The core distinction that matters for competitive play is that TCP’s reliability guarantees actively hurt you in real-time gameplay. TCP enforces ordered delivery and retransmits lost packets, which means a single dropped packet stalls everything behind it—that’s head-of-line blocking, and in a fast-paced shooter a 200ms stall from retransmitting an old position update is far worse than just playing with stale data. That’s why almost every netcode-sensitive title ships on UDP: you want the latest state, not a perfectly ordered history. UDP gives

    "[CPU: i7-14700K] • [GPU: RTX 4070 Ti Super] • [RAM: 32GB DDR5 6400MHz CL32]"
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