| ▲ | eieio 6 hours ago | |||||||
I found this article while debugging some networking delays for a game that I'm working on. It turns out that in my case it wasn't TCP_NODELAY - my backend is written in go, and go sets TCP_NODELAY by default! But I still found the article - and in particular Nagle's acknowledgement of the issues! - to be interesting. There's a discussion from two years ago here: https://news.ycombinator.com/item?id=40310896 - but I figured it'd been long enough that others might be interested in giving this a read too. | ||||||||
| ▲ | miduil 5 hours ago | parent | next [-] | |||||||
There is also a good write-up [0] by Julia Evans. We ran into this with DICOM storescp, which is a chatty protocol and TCP_NODELAY=1 makes the throughput significantly better. Since DICOM is often used in a LAN, that default just makes it unnecessarily worse. [0]: https://jvns.ca/blog/2015/11/21/why-you-should-understand-a-... | ||||||||
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| ▲ | sail0rm00n 4 hours ago | parent | prev [-] | |||||||
Any details on the game you’ve been working on? I’ve been really enjoying Ebitengine and Golang for game dev so would love to read about what you’ve been up to! | ||||||||