Quote:
Originally Posted by Wiki
Applications that expect real time responses can react poorly with Nagle's algorithm. Applications such as networked multiplayer video games expect that actions in the game are sent immediately, while the algorithm purposefully delays transmission, increasing latency at the expense of bandwidth. For this reason applications with low-bandwidth time-sensitive transmissions typically use TCP_NODELAY to bypass the Nagle delay.
|
I guess we wait and see if Graal uses TCP_NODELAY o: