Deterministic lockstep is primarily used in RTS games, where the
only data that is transmitted per tick are
tiny commands like "player 1 is constructing a war factory at this location" or "player 1 told unit 6 to move to this tile." If we're ridiculously generous and say that a kilobyte of commands are sent per tick, then 120x bandwidth would be 120 kb/tick. 10 ticks/s is a common RTS tickrate, so that's about a megabyte per second. In practice,
far, far less bandwidth would be used than this, given that this architecture scales down to 90's
dialup connections (
https://www.codeofhonor.com/blog/the-making-of-warcraft-part...), but even a megabyte/s is not a
completely ridiculous amount of upload bandwidth for much of the first world (but sadly not the USA).
> Audio/video streams are a completely different problem - lost data is just lost. This article is discussing a very specific problem where no data loss can be tolerated.
I know that, which is why I separated deterministic lockstep from other solutions in my comment. You're missing my point, which is that soft-realtime problems aren't suited for TCP, and cannot be addressed by any single protocol because constraints differ.