The example described in the article sends an average payload of 6 bytes (smaller than UDP header) and converges to a steady state bandwidth that is a function of RTT and the number of player input changes per-second that is generally independent of the amount of packet loss. Given that with this protocol the average average stream is 12kbps, the vast majority of which is UDP packet header, I think your concerns about congestive internet failure are somewhat overblown.
Somewhat?
Possibly one of the most overblown statements I have ever seen. Just try to picture the headline - "Halo 57 multiplayer brings whole ISPs down due to UDP design DDoS". Hilariously overblown.
If we are to be concerned about 12kbps, just wait until my next article when I describe how much UDP traffic is blasted out by non-deterministic game networking models ;)
> There you go. Congestion avoidance over UDP. Problem solved.
Yes, that sounds entirely reasonable. Please do this, instead of what is described in the article.