Latency and bandwidth are often in tension. (And guaranteeing low latency can eat up a big chunk of theoretically available bandwidth, due to overhead.)
The canonical example is probably a dial-up modem or other slow link between two locations. The latency is under 1 second to send one byte over the modem. But it's probably faster to just ship a hard disk if you want to send 100 gigabytes from one location to the other, even though the latency might be hours or even days, until the first byte arrives.
In practice, you can send lots of tiny little packets with lots of overhead (but low latency) or you can send lots of big heavily buffered packets with low overhead (but with high latency).
This is why multiplayer game protocols often consist of a constant stream of tiny UDP packets containing events like "character moved 40 nits east at game time ..." or "character fired weapon at game time ...." Even a 10 kilobyte bulk state update is going to cost at least a few milliseconds, more probably tens or even hundreds of milliseconds over some wireless connection. And that's a very noticeable lag.
The canonical example is probably a dial-up modem or other slow link between two locations. The latency is under 1 second to send one byte over the modem. But it's probably faster to just ship a hard disk if you want to send 100 gigabytes from one location to the other, even though the latency might be hours or even days, until the first byte arrives.
In practice, you can send lots of tiny little packets with lots of overhead (but low latency) or you can send lots of big heavily buffered packets with low overhead (but with high latency).
This is why multiplayer game protocols often consist of a constant stream of tiny UDP packets containing events like "character moved 40 nits east at game time ..." or "character fired weapon at game time ...." Even a 10 kilobyte bulk state update is going to cost at least a few milliseconds, more probably tens or even hundreds of milliseconds over some wireless connection. And that's a very noticeable lag.