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And if there's problems on the line, the problems will be present with UDP just as they would be with TCP. The difference is that your network layer will have to be aware that it lost a packet and try to request a resend, instead of just letting the network stack of the OS handle the issue.
For an FPS, where you can afford some packet loss, I would agree that the performance demands are more critical than reliability. But with p2p topologies like those used in RTSes, you have to get all of the packets somehow, or the game will go out of sync and will have to be terminated. Why bother reinventing the wheel, instead of figuring out how to tune the stack that has already been written for you?
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