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40 milliseconds of latency that just would not go away the [nagles] algorithm. TCP_NODELAY
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TCP Performance problems caused by interaction between Nagle’s Algorithm and Delayed ACK
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Explaining how fighting games use delay-based and rollback netcode - How to design your game for optimal play over a network
- Look at the network protocol of fighting [game]
execute typical instruction 1/1,000,000,000 sec = 1 nanosec fetch from L1 cache memory 0.5 nanosec branch misprediction 5 nanosec fetch from L2 cache memory 7 nanosec Mutex lock/unlock 25 nanosec fetch from main memory 100 nanosec send 2K bytes over 1Gbps network 20,000 nanosec read 1MB sequentially from memory 250,000 nanosec fetch from new disk location (seek) 8,000,000 nanosec read 1MB sequentially from disk 20,000,000 nanosec send packet US to Europe and back 150 milliseconds = 150,000,000 nanosec