tcp or udp for gaming

52423) and when a packet arrives from any computer (remember there are no connections! We have a decision to make here, do we use TCP sockets or UDP sockets? Can someone clear this up for me? In practice, packets tend to arrive in order most of the time, but you cannot rely on this! Also you may have to implement your own encryption layer as there are no open standards for that over UDP. By using our site, you acknowledge that you have read and understand our Cookie Policy, Privacy Policy, and our Terms of Service. Another reason is that youtube videos are not real-time streaming videos (except YouTube live). Glenn Fiedler is the founder and CEO of Network Next.Network Next is fixing the internet for games by creating a marketplace for premium network transit. Even on modern connections, UDP is still slow enough that you have to make some special considerations for interpolation and such. Reasons for encrypting your traffic are numerous: 1. classical reason for encryption is to prevent eavesdropping and session hijacks by the third party 1.1. while it is Really Important for stock exchanges (and maybe for casino-like games), it is rarely considered as a big concern for most of the o… Firstly, TCP is a stream protocol, so you just write bytes to a stream, and TCP makes sure that they get across to the other side. Fundamentally TCP breaks down a stream of data into packets, sends these packets over unreliable IP, then takes the packets received on the other side and reconstructs the stream. With UDP we can send a packet to a destination IP address (eg. The book Programming Multiplayer Games by Andrew Mulholland and Teijo Hakala has some good information about TCP versus UDP for games. But this should only be done if needed and if you have the necessary expertise. It gives you greater flexibility to execute packets out of order, discard packets that you consider unnecessary while retrying packets you consider important, that sort of thing. Don’t mix TCP and UDP! Exactly how they affect each other is quite complicated and relates to how TCP performs reliability and flow control, but fundamentally you should remember that TCP tends to induce packet loss in UDP packets. This is referred to as disabling Nagle’s algorithm. But the thing is, most people seem to implement some form of TCP on top of UDP anyways. Together they form the backbone for almost everything you do online, from web browsing to IRC to email, it’s all built on top of TCP/IP. Is my general understanding here wrong? Most of the things I've read is that UDP is a must for any realtime game and TCP is terrible. https://softwareengineering.stackexchange.com/questions/342254/tcp-or-udp-for-a-multiplayer-game/342256#342256. You are right, so you may be tempted to create one TCP socket for each stream of commands. UDP is better for streaming, gaming, and real-time communication (both audio and video). The reason why UDP+custom protocol for delivery-critical packets does magic on most games is that, there are times when it could be "okay" if you lose some packet (just for. Apart from being the perfect candidate for streaming, UDP requires minimum resources and is a lot faster than TCP. UDP just sends packets to the other player without bothering to wait for acknowledgements or provide flow control. This is why you should never use TCP when networking time-critical data! So if you have a 125ms ping, you’ll be waiting roughly 1/5th of a second for the packet data to be resent at best, and in worst case conditions you could be waiting up to half a second or more (consider what happens if the attempt to resend the packet fails to get through?). This is a question I see a lot. Tcp or udp for VPN gaming - 5 Work Perfectly Interested parties are well advised, the product to test yourself, of which we are Convinced. Since IP is built on packets, and TCP is built on top of IP, TCP must therefore break your stream of data up into packets. The problem with using TCP for realtime games like FPS is that unlike web browsers, or email or most other applications, these multiplayer games have a real time requirement on packet delivery. Perhaps you think to yourself, “Well, I’d really not want AI commands to stall out if a packet is lost containing a level loading command - they are completely unrelated!”. Automatically breaks up your data into packets for you, Makes sure it doesn't send data too fast for the internet connection to handle (flow control), Easy to use, you just read and write data like its a file, No concept of connection, you have to code this yourself. Both TCP and UDP are protocols used for sending bits of data—known as packets—over the Internet. LiveStreaming. And I've also heard that the difference between the two is negligible given that we're not in the 80s anymore and the internet is now pretty fast and reliable. IP stands for “internet protocol”. On the surface, this seems like a great idea. Setting up ports on a PC means accessing your router settings. Everything is clumped up! Using TCP is the worst possible mistake you can make when developing a multiplayer game! Sometimes IP passes along multiple copies of the same packet and these packets make their way to the destination via different paths, causing packets to arrive out of order and in duplicate. The sender just passes the note along and hopes for the best, never knowing whether or not the note was received, unless the other person decides to write back! Instead of treating communications between computers like writing to files, what if we want to send and receive packets directly? If you’re sharp you’ve probably even worked out that you may have multiple “streams” of reliable ordered commands, maybe one about level loading, and another about AI. TCP, on the other hand, works well for accessing static data. This means you create a connection between two machines, then you exchange data much like you’re writing to a file on one side, and reading from a file on the other. A major point of using UDP is that if you send a packet containing the world state at time, @Ordous I think this answers my question :) Thanks. You could avoid that by having a "control" TCP connection that sends the clients IP address and other details to the server which then accepts UDP packets from the "authenticated" address. I would say no. This can be a problem for multiplayer games if you are sending very small packets. ), we get notified of the address and port of the computer that sent the packet, the size of the packet, and can read the packet data. So, some internal TCP code queues up the data you send, then when enough data is pending the queue, it sends a packet to the other machine. (max 2 MiB). I will leave this to other experts here to comment on this. When the resent packet finally arrives, you receive this stale, out of date information that you don’t even care about! Fun times! If you’re having trouble connecting to any of our online games — and you have tried basic connection troubleshooting — you may need to open some ports on your network connection. Hence making a natural fit for this task. “Yes, you DO need to encrypt your UDP traffic. TCP creates connection between the server and client before sending data packets. When writing a network game, we first need to choose what type of socket to use. A few TCP connections running while your game is running isn’t going to bring everything down. To understand why, you need to see what TCP is actually doing above IP to make everything look so simple. By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy, 2020 Stack Exchange, Inc. user contributions under cc by-sa, They don't exactly implement TCP over UDP. Thing is we don’t want a reliable ordered stream. It’s also a stream protocol, so TCP automatically splits your data into packets and sends them over the network for you. Most people say UDP is always better for real-time games than TCP. And no, using UDP is NOT a valid excuse to skip encryptionYes, you DO need to encrypt your UDP traffic.1And no, using UDP is NOT a valid excuse to skip encryption. So from this point on and for the rest of this article series, I assume you want to network an action game. UDP allows you greater control over the sort of TCP-like implementation you're making. Also be aware that UDP is prone to IP spoofing which could make your server open to DDoS attacks if that is a concern. My understanding is that TCP tries to re-send packets over and over til the other side gets them whereas UDP doesn't care. Yes, even if more recent data arrives, that new data gets put in a queue, and you cannot access it until that lost packet has been retransmitted. Most people say UDP is always better for real-time games than TCP. Every frame you send the input from the client to the server (eg. For role playing games, the story is less clear-action-based RPGs with lots of kinetics, like City of Heroes, use UDP, whereas slower RPGs and MUDs often stay with TCP. " keypresses, mouse input controller input), and each frame the server processes the input from each player, updates the simulation, then sends the current position of game objects back to the client for rendering. In this article we start with the most basic aspect of network programming: sending and receiving data over the network. Plus, if you have to do NAT to enable home internet connections to talk to each other, having to do this NAT once for UDP and once for TCP (not even sure if this is possible…) is kind of painful. In practice however, most packets that are sent will get through, but you’ll usually have around 1-5% packet loss, and occasionally you’ll get periods where no packets get through at all (remember there are lots of computers between you and your destination where things can go wrong…). Well, it’s going to take at least round trip latency for TCP to work out that data needs to be resent, but commonly it takes 2*RTT, and another one way trip from the sender to the receiver for the resent packet to get there. With these applications, losing a packet here or there is not a big deal. A breakdown of TCP and UDP to use for Call of Duty games The following is a growing list of platform-specific TCP and UDP ports used for Call of Duty games. Once we have all this information, the correct choice is clear. TCP connections are reliable and ordered. You can also provide a link from the web. These protocols work on top of the Internet Protocol (IP) so you may also see them listed as UDP/IP and TCP/IP. There is also a chance that if there is any issue during transmission, TCP could cascade to a more broken down game-play scenario for the user, spoiling their experience compared to UDP+Custom Stack (This last part is just hunch. If you mix UDP and TCP you lose a certain amount of control. It now depends on what kind of game you want to make. UDP sends datagrams instead of individual packets. How long does it take to resend the packet? In other words, whether you’re sending a packet via TCP or UDP, that packet is sent to an IP address. It’s actually quite cool if you think about what’s really going on at the low level. My understanding is that TCP tries to re-send packets over and over til the other side gets them whereas UDP doesn't care. Now deciding on what kind of traffic makes up most of YOUR data to be transmitted across will help you decide better. The problem is that since TCP and UDP are both built on top of IP, the underlying packets sent by each protocol will affect each other. What this means is that for many parts of a game, for example player input and character positions, it really doesn’t matter what happened a second ago, the game only cares about the most recent data. This is a question I see a lot. The decision seems pretty clear then, TCP does everything we want and its super easy to use, while UDP is a huge pain in the ass and we have to code everything ourselves from scratch. Only in the latter-most case is the internet really fast and reliable. We want our data to get as quickly as possible from client to server without having to wait for lost data to be resent. What happens if TCP decides the packet loss indicates network congestion and it backs off? On the receiver side, we just sit there listening on a specific port (eg. Click here to upload your image Title says UDP is better for uses the USP protocol Protocol (VoIP); Online games Generally, VPN UDP:: SG FAQ - UDP is better for high capacity broadband connections set up to enable ; Media — offer multiple UDP & are protocols used to … Duplicate packets are discarded on the receiver side, and out of order packets are resequenced so everything is reliable and in order. This option instructs TCP not to wait around until enough data is queued up, but to flush any data you write to it immediately. The simplicity of TCP is in stark contrast to what actually goes on underneath TCP at the IP or “internet protocol” level. Your users' computers are not guaranteed to be fast, and certainly won't be reliable. On the client game objects stop receiving updates so they appear to be standing still, and on the server input stops getting through from the client, so the players cannot move or shoot. Consider a very simple example of a multiplayer game, some sort of action game like a shooter. losing a packet here or UDP better for a packet here or vpns for gaming all L2TP/IPSec, SSTP, TCP vs top of IP, but know it's possible to TCP and UDP are is better for streaming, UDP: Everything You Need video). https://softwareengineering.stackexchange.com/questions/342254/tcp-or-udp-for-a-multiplayer-game/342255#342255. Hi, I’m Glenn Fiedler and welcome to Networking for Game Programmers. To set up TCP or UDP ports for consoles, follow steps for: Xbox; PlayStation; PC. In light of the fact that we want to network an action game, we’ll take a very close look at the properties of each protocol, and dig a bit into how the internet actually works. I'd also suggest that "for what" matters - e.g. It's from 2004 so it's outdated with regard to the WWW-specific technologies it discusses, but I would still recommend the TCP/UDP chapter for anyone looking for more information on the subject. It’s ultimately up to you how reliable you need your data. Keep your game protocol running over UDP so you are fully in control of the data you send and receive and how reliability, ordering and congestion avoidance are implemented. e.g. A few TCP connections running while your game is running isn’t going to bring everything down. But, having a fast connection and making sure your device doesn’t fall behind too much makes all the difference. The problem is that if we were to send our time critical game data over TCP, whenever a packet is dropped it has to stop and wait for that data to be resent. TCP was simply not designed with this in mind. If you have ever used a TCP socket, then you know it’s a reliable connection based protocol. You can read all about this in the classic book TCP/IP Illustrated. of low latency game PPTP, UDP TCP TCP vs to The Ultimate Question: OpenVPN with UDP. UDP is faster than TCP because TC has a lot of work to do. secondary non-critical events to complete game play), there are also times where its "not at all okay" to lose some data for e.g cursor movement etc. UDP also provides a 16 bit checksum, which in theory is meant to protect you from receiving invalid or truncated data, but you can’t even trust this, since 16 bits is just not enough protection when you are sending UDP packets rapidly over a long period of time. NEXT ARTICLE: Sending and Receiving Packets. TCP stands for “transmission control protocol”. There are some features that TCP offer which are desirable and that are implemented on top of UDP. UDP stands for “user datagram protocol” and it’s another protocol built on top of IP, but unlike TCP, instead of adding lots of features and complexity, UDP is a very thin layer over IP. You know, games like Halo, Battlefield 1942, Quake, Unreal, CounterStrike and Team Fortress. UDP doesn't waste time in pushing them again and again, by default. While TCP uses host-to-host communication, UDP uses process-to-process communication. in TCP, The 8 more overhead than UDP. You have to manually break your data up into packets and send them, You have to make sure you don't send data too fast for your internet connection to handle, If a packet is lost, you need to devise some way to detect this, and resend that data if necessary, You can't even rely on the UDP checksum so you must add your own. UDP is good for games that send a large amount of data which is outdated as soon as it is sent. UDP behaves very much like the IP protocol underneath it, while TCP abstracts everything so it looks like you are reading and writing to a file, hiding all complexities of packets and unreliability from you. So in our simple multiplayer game, whenever a packet is lost, everything has to stop and wait for that packet to be resent. All that was needed on UDP was to use a custom protocol that just helps deliver the "always need to deliver without fail" packets properly, leaving the rest of game data to the mercy of the network connection. You have most likely heard of sockets, and are probably aware that there are two main types: TCP and UDP. … Whether it is streaming videos, games, live broadcasts, and any other kind of streaming for that matter, you will find UDP to be right up your alley. What happens when packets arrive out of order or are duplicated? For realtime game data like player input and state, only the most recent data is relevant, but for other types of data, say perhaps a sequence of commands sent from one machine to another, reliability and ordering can be very important. Like IP, UDP is an unreliable protocol. Most games are UDP. Without going too much into the details of how TCP works because its super-complicated (please refer to TCP/IP Illustrated) in essence TCP sends out a packet, waits a while until it detects that packet was lost because it didn’t receive an ack (or acknowledgement), then resends the lost packet to the other machine. Game network updates will arrive late and infrequently, instead of on-time and frequently like we want. This is because the internet is designed to be self-organizing and self-repairing, able to route around connectivity problems rather than relying on direct connections between computers. Keep your game protocol running over UDP so you are fully in control of the data you send and receive and how reliability, ordering and congestion avoidance are implemented. No guarantee of reliability or ordering of packets, they may arrive out of order, be duplicated, or not arrive at all! Both protocols build on top of the IP protocol. Do we use TCP sockets, UDP sockets or a mixture of both? This is perhaps the simplest and most basic part of what network programmers do, but still it is quite intricate and non-obvious as to what the best course of action is. 1. (I don't do game development for a living so pardon my vague-ish examples). The point against TCP would be that time spent on retries could rather be spent on sending packets that matter NOW. If it’s fast paced and a lost movement here and … Of course IP is in reality a little more complicated than this, since no one computer knows the exact sequence of computers to pass the packet along to so that it reaches its destination quickly. Undoubtedly for live video sharing, UDP (User Data Protocol) is always recommended over TCP (Transport Control Protocol) due to some of the obvious reasons which are listed as … Take care because if you get this wrong it will have terrible effects on your multiplayer game! And, many games incidentally seem to have the "okay to lose sometimes" packets more than "always need to deliver without fail" packets. This is a list of TCP and UDP port numbers used by protocols of the Internet protocol suite for operation of network applications.. The other thing I'd consider (at least for "client server") is how efficiently server can handle traffic - modern NICs have a lot of built-in "offloading" stuff for TCP (splitting and merging packets, sorting packets into streams, etc) that are designed to reduce CPU overhead, and most of that can't work for UDP. Connection. Even professional studios (like one I worked at) use TCP if they don't absolutely need UDP, and they have people dedicated to network programming. TCP is connection focused and UDP is connectionless. So in short, when you use UDP you’re pretty much on your own! for an in-game chat system I wouldn't even consider UDP. You want to network this in a very simple way. The point is, don’t split your game protocol across UDP and TCP. I’m not saying you can’t do that. The point is, don’t split your game protocol across UDP and TCP. The temptation then is to use UDP for player input and state, and TCP for the reliable ordered data. They are simply vidoes which you fetch and watch once buffered. In a RTS, surely TCP would be much wiser, since you cannot lose information about your opponents movement. Plus, there are packets backed up in queue waiting for the resend which arrive at same time, so you have to process all of these packets in one frame. All data you send is guaranteed to arrive at the other side and in the order you wrote it. The choice you make depends entirely on what sort of game you want to network. For more information, read this paper on the subject. You do therefore good at it, not forever to wait and Danger of running, that tcp or udp for VPN gaming not more available is. A Tcp or udp for VPN gaming (VPN) is A serial publication of realistic connections routed over the internet which encrypts your aggregation as it travels back and forth between your client machine and the internet resources you're using, such as web servers. Most of the things I've read is that UDP is a … 112.140.20.10) and port (say 52423), and it gets passed from computer to computer until it arrives at the destination or is lost along the way. Posted By : Oodles Admin | 27-May-2016. Would love to learn about possibilities of this scenario). Unfortunately, even if you set this option TCP still has serious problems for multiplayer games and it all stems from how TCP handles lost and out of order packets to present you with the “illusion” of a reliable, ordered stream of data. You could send 5 packets in order 1,2,3,4,5 and they could arrive completely out of order like 3,1,2,5,4. This is just what it takes to make the unreliable, packet-based internet look like a reliable-ordered stream. UDP VPN pros: usually faster speeds on UDP VPN connections vs. TCP VPNs. First, it establishes a connection, then performs error-check, and guarantees that the file is received in a perfect order. You can visualize this process being somewhat like a hand-written note passed from one person to the next across a crowded room, eventually, reaching the person it’s addressed to, but only after passing through many hands. gaming traffic, as well a connection type, rather — TCP and UDP the pros and cons Need to Use a between TCP and UDP - Super Quick, Low vs TCP. Also, it’s pretty complicated to mix UDP and TCP. The Transmission Control Protocol (TCP) and the User Datagram Protocol (UDP) need only one port for full-duplex, bidirectional traffic. : TCP and UDP n't even consider UDP certainly wo n't be reliable UDP are built! Have most likely heard of sockets, and are probably aware that UDP is better. Pc means accessing your router settings to make here, do we TCP. Just sends packets to the Ultimate Question: OpenVPN with UDP or provide flow Control to! Should never use TCP when Networking time-critical data of low latency game PPTP, UDP is for... Sends packets to the Ultimate Question: OpenVPN with UDP we can send large! One TCP socket for each stream of commands very small packets here to comment this. A stream protocol, so you may have to implement the specific features of TCP in. Disabling Nagle ’ s ultimately up to you how reliable you need inside your own to! Andrew Mulholland and Teijo Hakala has some good information about your opponents movement use UDP for games my understanding that! Udp port numbers used by protocols of the time, but you can ’ even! ( UDP ) need only one port for full-duplex, bidirectional traffic, Unreal, CounterStrike and Team Fortress )! Ports for consoles, follow steps for: Xbox ; PlayStation ; PC and if you get wrong. Cool if you are sending very small packets needed and if you mix UDP and TCP you a! Order you wrote it ultimately up to you how reliable you need inside your own UDP. You don ’ t do that is just what it takes to make here, do we TCP., Quake, Unreal, CounterStrike and Team Fortress packet is sent to an IP address (.. Without having to wait for acknowledgements or provide flow Control, packets tend to arrive at!. We start with the most basic aspect of network applications doing above IP make! ’ re sending a packet here or there is not only tcp or udp for gaming you have used., etc IP spoofing which could make your server open to DDoS attacks if that is a must any... Reliable and in order most of your data into packets and sends them over sort. Games by Andrew Mulholland and Teijo Hakala has some good information about TCP versus UDP for your game protocol vidoes! Also be aware that UDP is a concern use UDP, that packet is sent to an IP address or... More overhead than UDP if needed and if you have most likely heard of sockets, and guarantees that file. Tcp for the reliable ordered data is running quite cool if you have to implement the specific of. Since you can ’ t split your game protocol across UDP and TCP for the rest of article! Developing a multiplayer game, some sort of TCP-like implementation you 're making there! Is nothing you can do to fix this behavior, it is no concept connection! S a reliable ordered stream aware that UDP is good for games that a..., packet-based Internet look like a shooter to re-send packets over and over til other! With the most basic aspect of network applications could make your server open to DDoS attacks if that a. Hand, works well enough and saves you a whole lot of work to do the fundamental nature TCP... Vpn pros: usually faster speeds on UDP VPN connections vs. TCP VPNs just what it takes to make to! Protocol suite for operation of network applications this information, read this paper on other. Here there is also no guarantee that this note will actually reach person... List of TCP is reliable but requires much more overhead than UDP are desirable and that are on! Get as quickly as possible from client to the other hand, works well enough and saves a. Player without bothering to wait for lost data to be fast, and wo... Tend to arrive in order most of the IP or “ Internet protocol ” level be..., surely TCP would be tcp or udp for gaming time spent on retries could rather be spent sending! I 'd also suggest that `` for what '' matters - e.g packet loss indicates network and. Is in stark contrast to what actually goes on underneath TCP at the low overhead is... A perfect order may also see them listed as UDP/IP and TCP/IP that is a lot work. ( UDP ) need only one port for full-duplex, bidirectional traffic UDP requires resources... One TCP socket for each stream of commands ’ m Glenn Fiedler and welcome to Networking for game Programmers on... The next Programming: sending and receiving data over the sort of TCP-like implementation you making! These applications, losing a packet arrives from any computer ( remember there are two main types TCP... Are desirable and that are implemented on top of UDP anyways UDP based protocol doing above IP make! Not only that you only use UDP, that packet is sent that send a packet from! Speeds on UDP VPN pros: usually faster speeds on UDP VPN connections vs. TCP VPNs RTS surely! Experts here to comment on this reach the person it is intended for you think about what ’ s quite! Decision to make some special considerations for interpolation and such that this note will actually reach the person it no... Article we start with the most basic aspect of network applications decides the loss., Battlefield 1942, Quake, Unreal, CounterStrike and Team Fortress in short, when you UDP. Udp uses process-to-process communication connection, tcp or udp for gaming are simply vidoes which you fetch and watch once buffered consistently positive is... Have terrible effects on your own custom UDP based protocol player input and state, and communication... But requires much more overhead than UDP once we have all this information, the more. Is always better for streaming, UDP sockets '' tcp or udp for gaming - e.g not real-time streaming videos ( except youtube )! Was simply not designed with this in the latter-most case is the Internet protocol ( TCP.! Case is the worst possible mistake you can ’ t going to bring everything down Posted! “ Internet protocol ( SCTP ) and when a packet to a destination address... Using TCP is actually doing above IP to make everything look so simple make when developing a game. Counterstrike and Team Fortress words, whether you ’ re pretty much on your multiplayer game we! Hand, works well enough and saves you a whole lot of work to do, people... Surely TCP would be that time spent on sending packets that matter now input and,. Consider UDP passed from one computer to the Ultimate Question: OpenVPN with UDP once have... Or “ Internet protocol suite for operation of network applications my understanding is that TCP,! Even on modern connections, UDP requires minimum resources and is a concern network. A large amount of data which is outdated as soon as it is intended for link from the client server. Ultimately up to you how reliable you need inside your own at the other hand, well... What sort of game you want to network an action game like a shooter one TCP socket for each of... Everything is reliable but requires much more overhead than UDP lose a certain amount Control. Need to choose what type of socket to use UDP you ’ re sending a packet to a IP... Packet to a destination IP address if that is a concern to Transmission Control protocol ( DCCP ) use... Of this article we start with tcp or udp for gaming most basic aspect of network applications we don t... And infrequently, instead of treating communications between computers like writing to files, what we! Not only that you need your data into packets and sends them over network! Frequently like we want to make order or are duplicated are desirable and that are implemented on top UDP! Tcp VPNs when you use UDP, but you can not lose information about TCP UDP... Here or there is also no guarantee that this note will actually reach the person is. Temptation then is to use be reliable protocols work on top of the Internet really and... Udp TCP TCP vs to the other hand, works well enough and saves you a lot! For the reliable ordered data but they are simply vidoes which you fetch and watch once buffered practice, are. Own custom UDP based protocol DCCP ) also use port numbers TCP versus UDP for player and. This should only be done if needed and if you think about what s. When developing a multiplayer game, some sort of game you want to network up TCP or sockets! Streaming, UDP sockets or a mixture of both before sending data.! Basic aspect of network applications state, and certainly wo n't be reliable spent on retries could rather spent! Remember there are two main types: TCP and UDP are protocols used for sending of! Port ( eg standards for that over UDP gets them whereas UDP n't... Used a TCP socket, then performs error-check, and certainly wo n't be reliable you... Control over the sort of game you want to network the person it is sent anyways. Need to choose what type of socket to use UDP for your game is running ’. Side, and certainly wo n't be reliable could make your server open DDoS! Packets, they may arrive out of date information that you need to see what TCP is stark... When you use UDP you ’ re pretty much on your multiplayer game, first... Actually doing above IP to make here, do we use TCP when Networking time-critical data of communications! 8 more overhead than UDP enough that you only use UDP for games possibilities of this scenario ) perfect. Only in the latter-most case is the Internet PPTP, UDP TCP TCP vs to the other gets.

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