I'm coding a multiplayer game and from what i've read in some different articles about game networking i should choose UDP + unreliable packets for game state updates. So i chose ENet library (since it's built upon UDP). Any combination of flags other than pure ENET_PACKET_FLAG_RELIABLE causes incredibly jittery and unplayable experience. This happens even if the server and client are running on the same machine (latency being close to zero). I presume it's a problem of a packet loss but why on earth would that happen so often on a local host?