Your company is developing a real-time multiplayer game that requires fast and stateless data transmission allowing for a small degree of packet loss without significant disruption to the user experience. Which type of protocol should the game's networking component be designed to primarily utilize?
The correct answer is that the game should be designed to utilize the User Datagram Protocol (UDP) for its networking component. UDP is connectionless and allows for faster data transmission by not requiring the overhead of ensuring packet delivery, order, or control mechanisms provided by TCP. In applications like real-time multiplayer gaming, the slight potential for packet loss is acceptable due to the need for speed and real-time communication, which may become disrupted by the overhead introduced by TCP.
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Why is UDP preferred over TCP for real-time multiplayer gaming?
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What happens if a UDP packet is lost during data transmission?
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Are there any downsides to using UDP over TCP?
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CompTIA A+ 220-1101 (V14)
Networking
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