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    UPD is essentially a "fire and forget" transport mechanism for messages that fit in a single packet. UDP does not guarantee delivery or even delivery in the same order as messages were sent. How well can your game deal with those characteristics? Commented Jan 8, 2021 at 7:41
  • I think it can handle losing out a on a few packets since it's conveying absolute position and there's a decent amount of smoothing. With a normal internet connection, would UDP fail more on the order of milliseconds (e.g. 1 or 2 packets are lost a second) or seconds (e.g. 30+ packets are lost a second)? Commented Jan 8, 2021 at 21:31
  • The packet loss with UDP is the same as the retransmission rate of a TCP connection (which you notice in an increased latency). A bigger problem might be the out-of-order delivery. Commented Jan 9, 2021 at 8:23