Opening the connections is one thing but resends and stream ordering can also cause issues since they might delay the latest information reaching the user space application even if the packet for them has actually arrived just because some earlier packet has not. There can also be issues with implementations waiting for enough data to be available before sending a packet.
Most low latency use cases in games use UDP, not TCP.
Unless it’s a Java Minecraft server which I believe exclusively uses TCP still.
Yeah, that would make sense as opening TCP connections is not really viable for low latency, hahaha.
Opening the connections is one thing but resends and stream ordering can also cause issues since they might delay the latest information reaching the user space application even if the packet for them has actually arrived just because some earlier packet has not. There can also be issues with implementations waiting for enough data to be available before sending a packet.