Quote:
Originally Posted by HeartsOfFire
However, when the IP world is used for real-time communications -- i.e. live streaming video or voice communication -- suddenly there is a restriction put in place. Data must be sent and received in the same order between peers, otherwise the message will not be understood by the receiving peer. These scenario's are the most adversely affected by jitter, as there is no lee-way in the sending and receiving of packets. System B cannot ask system A to resend lost packets, because by the time it takes to request a retransmit, process the request, resend the packet, receive it and process it, is too long. It is already too late; the puck is in the net. Now you'll have to wait to see it on the slo-mo replay because you missed it live.
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Are you trying to explain the difference between UDP and TCP? The key point with UDP is that there are no guarantees on packet delivery, and hence there is no packet re-odering on the receiving host as there are no re-transmits. This is fine for real-time streaming apps since they have no use for the delays incurred with packet re-odering, as you've noted. They know how to deal with occasional dropped packets.