I understand Bedrock now uses UDP protocol cuz its faster then TCP. But I believe there should be a server side check to make sure important things like a hit player packet always get thrown. I believe many services out there like streaming services will implement a own error correction against packet loss. What I mean making sure always get thrown is have some sort of ID attached to all packets or at least some that can have major disadvantage like player hitting another player. And then the server can check back with the client if the packet is actually received or not. Or what can also be done is that things send by the client can get lost but once the server receives the packet then it always gets send to the other client no matter what. This will make sure that players that lag do not have an advantage due only them having packet loss. And for movement the client should always send the the packets no matter what cuz if not this will result in the laggers teleporting around. While if you have the laggers client wait to actually perform it then its only for them that's affected and the players with good wifi will just see them do the movements very slow but accurate. This would be enough to convince me to keep playing bedrock and quitting java entirely cuz I mainly play pvp games and I hate it on bedrock cuz of the weird movements due to the UDP protocol losing some packets sometimes.
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