If you changed TCP sufficiently to make it a real-time protocol suitable for gaming, it wouldn't be TCP any more. Reliable streaming and real-time packet delivery are two completely different animals.
I would argue that bandwidth-sharing fairness with stuff going over UDP is easy: Just start dropping packets when pipes get full.
Most updates are going to be pretty small. It's not like game developers want the user experience of their titles to be bad, after all.
I would argue that bandwidth-sharing fairness with stuff going over UDP is easy: Just start dropping packets when pipes get full.
Most updates are going to be pretty small. It's not like game developers want the user experience of their titles to be bad, after all.