Thanks for that jayderyu. I'm just getting focused on applying my technology to games for the first time. I thought I'd start with games requiring transmission of rather small amounts of data, not streaming large numbers of packets. Right click, left click. Moving through a scene might involve sending a series of messages.
There's nothing a standard transmission protocol can do to defeat lag in transmission times, slow transfers when the Internet is busy, etc. As you mention, there are strategies within applications for dealing with that. For Beta and further development, I'd also very much like to be working with people who understand the issues clearly and are designing appropriately based on that understanding. What actions and interactions hold up well? If the first demos and apps are well-designed with the character of the technology in mind, it would help tremendously. It would also help in further development ... beyond simple websockets ... to be able to focus attention directly on important, well-defined, solvable problems.
For my first plunge, I want to use WebSockets. It's a standard that is now supported by all major browsers subject to Microsoft's traditional delay. But they have promised it will work in their current version. (Although my latest test in v10 on Windows 7 didn't.)
But beyond that, I can do anything that I want to do. If the first phase goes nicely, an installable version can support any transmission protocol, and even direct transmissions between users rather than through a common server. That's just one option. Anything is possible.
One of the great things is that I've developed small footprint components. Even from the start, I envisioned installing even on cell phones.