Earlier quoted context omitted.
I'm not sure I follow your argument. Say I want to communicate from player A the position of player A to player B. The position is really only relevant for a 200 ms time frame or so (the game might support teleports, jumping, dashing, etc). In a TCP setting, even if a packet is old (>200ms), I have no choice but to send it regardless, and all new packets must queue behind it. The whole point behind using UDP for game…
You're right in that UDP will let you send the most updated data without requiring everything to be sent. My main issue was that UDP does not give you lower latency. TCP algorithms are extremely aggressive to the point I doubt you could get more recent packets on the wire with UDP. The problem is, the OS throws everything into the same buffer, and unless you're clairvoyant you won't be able to skip sending old packet…
Once TCP drops a packet, data sits in the receiving buffer getting older and older instead of being delivered to the program.