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Re:WebRTC: the future of web games by comboy on Tuesday December 27, 2016 @06:14PM (#13267107)
Where does the low latency in WebRTC come from? Is it just packet ordering in TCP or is there something more to it?
Re:WebRTC: the future of web games by pthatcherg on Tuesday December 27, 2016 @06:59PM (#13267369)
You can receive data messages our of order. That's all there is to it. If you could receive TCP out of order, you could just use TCP.
Re:WebRTC: the future of web games by gravypod on Tuesday December 27, 2016 @08:41PM (#13267821)
Is there a way to specifiy ordering on specific packet types?
Re:WebRTC: the future of web games by oneweekwonder on Tuesday December 27, 2016 @10:41PM (#13268275)
From the Article:

  Because SCTP is configurable, we can open multiple data channels with different settings, which saves us tons of work!
  Typically we have:
  an unreliable and unordered data channel for game state data and user inputs
  a reliable and ordered data channel for chat messages, scores and deaths
Re:WebRTC: the future of web games by manquer on Tuesday December 27, 2016 @08:42PM (#13267824)
Also WebRTC is inherently p2p . So you can connect directly to the other peer without server getting involved expect for connection (STUN and TURN). Basically message via the LAN even. Latency improves in many scenarios.
Re:WebRTC: the future of web games by banachtarski on Wednesday December 28, 2016 @12:06AM (#13268537)
Latency has very little to do with the p2p aspect. In a client-server setting, the use of RTP/SCTP to communicate payloads between two clients would have significantly less latency than, say, a P2P TCP connection.
Re:WebRTC: the future of web games by Franciscouzo on Tuesday December 27, 2016 @06:30PM (#13267217)
You can't do packet reordering on top of TCP as it is already ordered, RTCDataChannel uses SCTP instead.