Goregrinder wrote: »Well UDP doesn't check to make sure packets got to the other side safely. How would that make combat better?
Goregrinder wrote: »Well UDP doesn't check to make sure packets got to the other side safely. How would that make combat better?
TCP and UDP perform error checking. TCP corrects errors within the protocol, and UDP discards errors or shifts the burden on error correction to the receiving application code.
TCP is a connection based protocol and UDP is connectionless.
TCP has higher protocol overhead than UDP. Headers are larger, and every connection requires the 3 way handshake to setup. It is one of the reasons that SSL/TLS VPNs are transitioning to UDP port 1194 vs TCP 443. Speed. They shift error control to the VPN application rather than the transport protocol.
If ZOS moved to UDP, they would need to build in error checking and correction in the client and server code. Otherwise the game would not function.
TCP and UDP perform error checking. TCP corrects errors within the protocol, and UDP discards errors or shifts the burden on error correction to the receiving application code.
TCP is a connection based protocol and UDP is connectionless.
TCP has higher protocol overhead than UDP. Headers are larger, and every connection requires the 3 way handshake to setup. It is one of the reasons that SSL/TLS VPNs are transitioning to UDP port 1194 vs TCP 443. Speed. They shift error control to the VPN application rather than the transport protocol.
If ZOS moved to UDP, they would need to build in error checking and correction in the client and server code. Otherwise the game would not function.
QuebraRegra wrote: »Goregrinder wrote: »Well UDP doesn't check to make sure packets got to the other side safely. How would that make combat better?
would you believe that NASA uses UDP for spacecraft commanding, etc.? Allow me to tell you about RTP sequencing in UDP... Better yet, google it. Reliability checks can be made at the application layer when checking RTP sequencing. Even auto-retransmission of frames, and "command echoes" can be implemented using UDP to provide reliability.
Consider if you will the gaming industry in general, and consider how many online games and MMOs use UDP versus TCP.
I rest my case.
TCP and UDP perform error checking. TCP corrects errors within the protocol, and UDP discards errors or shifts the burden on error correction to the receiving application code.
TCP is a connection based protocol and UDP is connectionless.
TCP has higher protocol overhead than UDP. Headers are larger, and every connection requires the 3 way handshake to setup. It is one of the reasons that SSL/TLS VPNs are transitioning to UDP port 1194 vs TCP 443. Speed. They shift error control to the VPN application rather than the transport protocol.
If ZOS moved to UDP, they would need to build in error checking and correction in the client and server code. Otherwise the game would not function.
It depends on the implementation and is not strictly speaking a function of the protocol.So let me ask you this, and maybe it is a nonsensical question, or maybe it's not. Is TCP more negatively affected by the systems of its clients? In other words if more people using low end systems are involved and those individual clients can not process the requests in a timely manner does it have a negative impact on the server, or is the impact felt only by each individual client based on its own ability to send and receive those requests?