My understanding is that action-oriented multiplayer games in browsers have always suffered because they can't use UDP. How does this achieve multiplayer from a networking perspective?
HTTP/2 with stream prioritization and server push kinda replaces the need for UDP. We can't allow UDP to be sent directly from browsers because that would enable any random bit of JavaScript you load to launch a DDoS attack.
The problem is with TCP, and the problem with TCP is that it prioritizes in-order delivery, and missed packets cause head of line blocking. HTTP/2 is designed to solve head of line blocking, but since it’s built on top of TCP, it can’t solve the issue in this case.