Most low latency use cases in games use UDP, not TCP.
If your connection is stable, the latency will more or less be the same, but TCP will consume more bandwidth because of acknowledgement packets, making it harder to keep your connection stable.
On an unstable connection, TCP latency will skyrocket as it resends packets, while UDP will just drop those packets unless the game engine has its own way of resending them. Most engines have that, but they only do it for data that is marked as “important”. For example using an item is important, but the position of your character probably isn’t, because it’ll be updated on the next tick anyway.
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.
Unless it’s a Java Minecraft server which I believe exclusively uses TCP still.
Unfortunately, many games where people care about that lower latency tend to be competitive with some kind of anti-cheat that doesn’t mesh with Linux.
Online games don’t typically have many concurrent connections, though, do they? Just the one.
Before that you have to download it. Well, using p2p mechanisms.
I think they mean peer to peer arrr
Arrrrr 😅😅😅