Guarantees packet order by stalling the entire stream whenever a single packet drops. This creates frozen frames followed by sudden catch-up jumps.
Sends packets with no ordering or retry checks. Lost packets cause missing frames, and packets arriving out of order cause jitter.
Runs over a single unordered WebRTC data channel. Continuous position updates use smooth spline interpolation without retries, while critical gameplay events use a sliding 32-bit ack bitfield to ensure delivery.
ackBits)seq (u16) + ack (u16) + ackBits (u32) per 1200-byte datagram