They are unplayable if there is no latency handling. While nothing can be done until the next packet comes in; once the packet arrives the message can be ignored to prevent screwing up and using the next most up to date state.
However my C2 test multiplayer game ran fine unless the player had poor ISP connection. Almost the entire RTS genre runs on TCP, old and new MMO still use TCP even for there PvP. I've never argued that UDP performs better. I'm arguing that posts saying TCP can't do real-time are misinformation.
Now here is what the two above posts can never prove
Real Time TCP Games
Guild Wars(has PvP)
Guild Wars 2(has large scale PvP)
Age of Empire(has PvP)
World of Warcraft(has PvP)
Star Craft(has PvP)
... there are many more, but these are some of the bigger names.
That this small list of realtime pvp games fail at doing real-time. It's impossible that the all the nay saying posts can't do. And all the nay saying posts haver never actively proved there claims.
As a nail
now how about stop making claims and prove that my posts are wrong? I'm not saying UDP isn't better, I'm saying and have proven many times that TCP will pass under most games. Yet nothing but statements says the contrary
Again the games will fail for games like Street Fighter and precision based shooters likes Call of Duty.
I'm also not saying that Ashley should make a TCP server/client structure. If the Ash wants to weight I'm fine by that. But there are options now and people should not be dissuaded by misinformation to make that choice.