> For example, one of Glenn's earlier protocols kept a maximum of 32 previous message IDs, and operated at a rate of less than 30 UDP packets per second. Unacknowledged mandatory messages were given up on after 1 second of loss.
That seems far more reasonable than what is described in this article. The protocol described in this article has terrible worst-case behaviour and should not be used.
> I have good news for you. We game designers design these protocols to have a (low) maximum rate and a (low) maximum fixed length
That doesn't help at all. You can pick any arbitrarily large or small per-stream data rate - it makes no different to the outcome. Let's suppose the arbitrary internet link under consideration has a capacity of X bits/sec, and your per-stream data rate is D bits/sec under zero packet loss. The number of users that this link can support is X/D. As the number of users approaches X/D, packet loss will begin to occur due to congestion. Suddenly this protocol causes the per-stream data rate to increase towards 120D. This means that X/D users are each sending 120D bits/sec towards the link, for a total of 120*X bits/sec.
Now, recall that X is the capacity of the link, so we have just flooded it with 120 times its capacity. This link is now dropping approximately (1 - 1/119) == 99.2% of packets sent towards it.
Consider: at no point did it matter whether X or D was large or small. The fatal behaviour is that when congestion is detected, the bandwidth usage increases by a significant factor relative to the norm. The factor of this increase will control the steady-state level of packet loss that the protocol converges on, when the network becomes congested.