Many applications today (e.g., game servers and video streaming servers)deliver time-dependent data to remote users. In TCP based systems, retransmission of data might give high varying delays. In applications with thin data streams (e.g., interactive applications like games), the interaction between players raise stringent latency requirements and it is therefore important to retransmit lost or corrupted data as soon as possible.
In the recent years, SCTP has been developed to improve severalrequirements not found in TCP. In this thesis, SCTP is compared, tested and evaluated against the default Linux TCP protocol with respect to retransmission latency in different and varying RTT and loss scenarios. Various enhancements are proposed, implemented and tested.