Well, I believe UDP fragments packets at the IP level, and that if even one of those packets is lost, the whole packet is lost. So I'm guessing if you send a large UDP packet using sf::UdpSocket::send(), it will be fragmented at the IP level. But SFML will not know about this fragmentation, and so it cannot do anything about this fragmentation. sf::UdpSocket is just a somewhat thin layer over using UDP sockets directly. Is this correct or not?