You are absolutely correct, but not all games are FPSes, I just think that the generalisation in the premise that UDP is better than TCP for networked games is naive, you have to put into consideration the type of game and what data is actually being sent.
What I said is true for almost every kind of game. POV of the camera has nothing to do with it.
The main exception is low-number-of-player token-ring style games like RTSs with tons of units. Those usually simulate in lockstep, with the full state of the world extrapolated from inputs that consist of a very small amount of data. This means network traffic is relatively low, but in order for this to work you have to have complete knowledge of everything and exactly when it happened, which means no packet loss can be accepted and everything must be processed in order. So then you have the same kinds of problems as with TCP (even if the underlying transmission is via some other protocol) ... thus these games operate with some large amount of latency to hide these problems.
But, this network design is only the case for a minority of games. Just about any modern multiplayer game that is drop-in/drop-out, where the developers really care about quality of experience, is better off going UDP. (This is not to say that developers always do the best thing, since it's much easier to just say screw it and talk over TCP and call it a day. The temptation to do this is heightened because of all kinds of problems with NAT punchthrough and whatnot; because so much traffic is Web-oriented these days lots of routers mainly care about that, which causes all kinds of interesting annoyances. Thus games that do talk over UDP generally fall back to TCP if they are unable to initiate a UDP connection).
Well, there is one other case of games that run in lockstep, which is when they are console games made by developers who want to avoid incurring the costs of running servers (which are often much higher on consoles because the platform holder charges you out the nose). When you are running in lockstep like that it is more like the RTS scenario above, and thus it doesn't matter much if you use TCP because you are already taking the quality hit. But this is a cost-cutting kind of decision, not an it's-best-for-gameplay kind of decision.
P.S. It's not a good idea to call someone naive about a subject where you yourself may not know enough to correctly judge naivete.
> What I said is true for almost every kind of game. POV of the camera has nothing to do with it.
You misundrestood what I'm talking about, I'm not talking about the camera position, I'm talking about different games like turn based games, chess, board games, etc..
Lockstep is out of the scope here, surely not needed in a chess game. I'm talking deterministic games here.
> What I said is true for almost every kind of game. POV of the camera has nothing to do with it.
Again, out of scope, I'm saying UDP is not the answer to all games and the assumption that if a game is networked then you should go with UDP is naive as I'm trying to say, forget open world, forget FPS, think about a simple turn based game.
> P.S. It's not a good idea to call someone naive about a subject where you yourself may not know enough to correctly judge naivete.
Where did I call anyone naive ? thre's a difference saying you're naive and saying "the assumption is naive" I do believe i know enough that's why I'm commenting in the first place, even though I stated I might be wrong about some points, I did not personally call anyone names, go back and read my comments.