Most of these end up being some UDP with your own protocol of error and checks to see if the packet arrived. There are some thousand priors so I won't dive into this deeply but give a generic direction. HTTP and TCP do eat a little more so when you have a situation like yours, a custom UDP system works great. But here's the one thing. Newbies will write it as if the UDP will always get there. They get burned over that. Hence UDP and your own protocol.
I am in process of developing a game software based on Client-Server architecture. Here the game/client communicates with a remote server for fetching the various input parameters stored on the server which are required for playing the game. This process occurs every 5 minutes. The client machines are situated in an area with very slow internet connection. What would/should be a preferred connection/communication protocol I should use ? (HTTP, TCP-Sockets) or any other.
My primary aim is to reduce the bandwidth consumption and also faster response so that the game keeps on running smoothly even at low internet speed.