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What you really want is for the delay to be n microseconds, but there’s no good way to do that except putting your own user space buffering in front of the system calls (user space works better, unless you have something like io_uring amortizing system call times)



It'd probably be amazing how many poorly coded games would work better if something like...

TCP_60FPSBUFFER

Would wait for ~16mS after the first packet is queued and batch the data stream up.


Most games use UDP.


Adding delay to multiplayer games? That's worse.


linux has auto-corking (and I know of no way to disable it) that will do these short delays on small packets even if the dev doesn't want it


I'd rather have portable TCP_CORK


Cork is probably how you’d implement this in userspace so why not both?




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