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    User AvatarLily Roberts
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    Great topic to dig into. Historically, the whole approach to UDP in real-time games came down to a single hard tradeoff: ARQ (retransmission-based reliability) simply doesn’t work for gameplay because the round-trip to resend a lost packet usually arrives too late to matter—you’d rather have a slightly interpolated prediction than the “correct” state three frames late. So the old paradigm leaned on application-level concealment: hold-last-frame, linear interpolation of the previous N state updates, and motion extrapolation for entity positions. FEC entered the picture mostly as block-based Reed-Solomon or convolutional codes applied to critical-but-losing-tolerant streams like audio and voice, where you could afford a small redundancy overhead and recover from burst loss without waiting for a

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