HTTP/2 vs HTTP/3 (QUIC) 0-RTT Handshake & Head-of-Line Blocking Simulator

Interactive Rust Wasm network simulator comparing HTTP/2 (TCP + TLS 1.3) vs HTTP/3 (QUIC over UDP) handshake latency and packet-loss Head-of-Line blocking.

🌐 Network Round-Trip Time (RTT):90 ms
📉 Packet Loss Rate (Stream #1 Drop):3%

HTTP/2 requires 1-RTT TCP + 1-RTT TLS = 2 RTTs before sending first byte.

HTTP/2 (TCP + TLS) Total Time360 msHandshake: 180 ms (2-RTT)
HTTP/3 (QUIC over UDP) Total Time180 msHandshake: 0 ms (0-RTT)
HTTP/3 Latency Reduction-180 ms (50% Faster)Eliminated TCP Head-of-Line Blocking on Streams #2-#4!
🐢 HTTP/2 (Single TCP Connection Multiplexing) ⚠️ TCP Head-of-Line Blocked!
🚀 HTTP/3 (QUIC over UDP · Independent Streams) ✅ Zero Inter-Stream HoL Blocking
TCP/QUIC Handshake Data Frame Transfer Packet Loss Retransmission / TCP Head-of-Line Blocking Penalty
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Visualizing TCP Head-of-Line Blocking vs QUIC Independent Streams

Adjust the RTT latency and packet loss sliders above to observe how a single dropped packet stalls every multiplexed stream in HTTP/2 while HTTP/3 streams complete independently over QUIC.

Frequently Asked Questions (FAQ)

Q1 Why does HTTP/2 still suffer from Head-of-Line (HoL) blocking despite multiplexing?
Although HTTP/2 multiplexes multiple streams over a single TCP connection, TCP enforces strict in-order byte delivery at the OS kernel level. When a single packet in Stream #1 is lost, the TCP stack holds back already-arrived packets belonging to Streams #2, #3, and #4 until the lost packet is retransmitted.
Q2 How does HTTP/3 (QUIC over UDP) eliminate TCP Head-of-Line blocking?
QUIC implements stream multiplexing natively over UDP. Each stream has its own independent flow control and packet sequence numbering, so a lost packet in Stream #1 only stalls Stream #1 while all other streams are delivered immediately to the browser.