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TCP only really breaks down when there's a nontrivial rate of packet loss. Otherwise, excepting very fast-paced action games where you don't want a single noticeable hiccup, the concerns about TCP are largely outdated.

I mean, I was reading this kind of material back when FPSes and even MMOs were played over dialup connections. The world has changed.



You missed many points, like Nagle's algorithm, in/out buffers, etc.




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