# Reliable User Datagram Protocol as a Solution to Latencies in Network Games
## 5 Conclusions and Future Work  
As mentioned earlier, RUDP has become the best option for network game designing that aims to solve or minimize the latency problem. The applications based on the TCP protocol offer much slower data transmission rates whereas UDP-based ones are faster but lack reliability as they have higher packet loss rates and sometimes perform an 'out-of-order' packet delivery, usually caused by the high bit errors rate (BER) or the insufficient mobility of wireless nodes. Although both TCP and UDP-based communication systems show satisfactory levels of performance in a wired network, they cannot work properly in a wireless network as they do not have some functions that allow a flawless performance in such an environment. This is mainly due to the problems in the game design process where the typical characteristics of wireless networks have not been considered. A RUDP-based model has been developed in this study to complement these problems related to latency in both environments. OPNET Modeler 14.5 PL8 was used to implement the model. Moreover, for the OPNET simulations and the performance comparisons between three protocols, re-transmission times and timeouts have been re-adjusted after each packet transmission while developing a separate application for the comparisons. As expected, TCP showed a reliable packet transmission capability, but its slow speed was not suitable for network games. On the other hand, UDP exhibits much better speeds but its reliability was too low, meaning that it is also not the best option for current network games. As for the UDP, it has complemented these problems quite effectively but the problem of latency remains. The problem of loads in the process and memory is the result of additional complexities and remain as one of the major problems in RUDP proposed in this study. Future tasks include designing a viable congestion control mechanism to surmount such a problem. Meanwhile, in this study, the protection of the data transmitted with the protocols discussed was not considered. Therefore, data protection will be included in the author's future tasks, in addition to conducting research into the Enhanced-RUDP (E-RUDP), an improved \begin{table}
\begin{tabular}{c c c c} \hline \hline  & **TCP** & **RUDP** & **UDP** \\ \hline Packets transmitted & 5833.2 & 5833.2 & 5833.2 \\ Packets received & 5833.2 & 5824.8 & 5749.8 \\ Success rate & 100\% & 99.8\% & 98.5\% \\ \hline \hline \end{tabular}
\end{table} 
Table 2: Number of Received Packets. \begin{table}
\begin{tabular}{l l l} \hline \hline  & **TCP and UDP** & **RUDP** \\ \hline Merit/Demerit & TCP is slow. & \multirow{2}{*}{Has both advantages.} \\  & UDP has low reliability. & & \\ \hline \multirow{4}{*}{Networking} & TCP: one side has to become a server & \multirow{2}{*}{Mainly deals with the communications between clients: the communication reliability is guaranteed by sending data via server but the speed is slower than UDP and may cause overloads to the server. RUDP compensates for packet losses to a certain degree.} \\  & TCP is higher speed. & \multirow{2}{*}{Faster than TCP.} \\  & UDP is lower speed. & \\ \hline \multirow{2}{*}{Reliability} & TCP: better reliability. & \multirow{2}{*}{Improvement has been made to have more reliability than UDP.} \\  & UDP: lower reliability. & & \\ \hline \multirow{2}{*}{Scalability} & Both are being used for most & \multirow{2}{*}{Smartphone games.} \\  & networking operations. & Online games. \\ \hline \multirow{2}{*}{Results} & TCP is reliable but slow. & \multirow{2}{*}{Faster than TCP.Better reliability than UDP.} \\  & UDP is fast but less reliable. & \\ \hline \hline \end{tabular}
\end{table} 
Table 3: Comparative results. version of RUDP. It is expected that the proposed RUDP simulation model will be useful to game developers and companies in upgrading their game design process.