But games are not 99% fat TCP packets.
Games are typically networked with UDP small datagrams sent at high rates for most recent state or inputs, with custom protocols built on top of UDP to avoid TCP head of line blocking. Packet send rates per-client can often exceed 60HZ, especially when games tie client packet send rate to the display frequency, eg. Valve and Apex Legends network models.
Now imagine you have many thousands of players and you can see that the problem does indeed exist. If not for current games, for future games and metaverse applications when we start to scale up the player counts from the typical 16, 32 or 64 players per-server instance, and try to merge something like FPS techniques with the scale of MMOs, which is actively something I'm actually doing.
XDP/eBPF is a useful set of technologies for people who develop multiplayer games with custom UDP based protocols. You'll see a lot more usage of this in the future moving forward, as player counts increase for multiplayer games, and other metaverse-like experiences.
Best wishes
- Glenn