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reliability without retransmission

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Hi,guys Have any people here thought about using Forward Error Correction(FEC) to reduce the data loss? It could help and seems to be able to reduce the latency introduced by retransmission. Or does anyone know what are the current famous games are adopting to cope with the data loss? Are they using TCP or implement their own retransmission? If somebody could provide a link for these stuff, that will be greatly appreciated. I'm really curious about this. ~shane

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That's what this entire board is about.

Most games do something on top of UDP, rather than waiting for TCP to re-transmit old data before it will release already available newer data to you.

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> Have any people here thought about using Forward
> Error Correction(FEC) to reduce the data loss?

This technology would be more useful with serial connections where bits can be destroyed _within_ the packet. With UDP, either the entire packet gets to its destination or it doesn't; the process is atomic. The sender cannot know what happenned to the packet after its send and there must be some return packet from the destination to confirm that.

You can 'throttle' a connection by controlling the rate at which you send packets, because the destination confirms the received packets within some finite time span. If all packets you have sent within the last second have been received, then you increase the transmission rate; otherwise, you could compute how much bandwidth you consume and adjust the sending rate appropriately by examining how packets have indeed reached the destination within that same second.

-cb

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