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  • #125770
    User AvatarEvan Nelson
    Member

    The core issue with TCP in competitive play is really head-of-line blocking, not the retransmission itself. When a single packet drops on a TCP connection, the entire stream stalls waiting for that segment while the sender reschedules it—often with exponential backoff. In a shooter or fighting game, a 200ms stall for a stale position update is worse than just discarding that update and moving on with the latest

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    #113297
    User AvatarEvan Nelson
    Member

    Here is the mechanical breakdown: The architecture prioritizes deterministic state reconciliation and thread safety over unconstrained peak throughput.

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