Title: The Technology of the Game -Latency and Online Games
1The Technology of the Game -Latency and Online
Games
Associate Professor Computer Science
Director Interactive Media and Game Development
Worcester Polytechnic Institute
2(No Transcript)
3Software Engineering Human-Computer
Interaction Computer Architecture Databases Graphi
cs and Animation Artificial Intelligence
Computer Networks
4Outline
- Introduction (done)
- What is latency? (next)
- Why does it matter?
- How much does it matter?
- What can be done?
5What is Network Latency?
- Latency - time to get from source to destination
- There and back (round-trip time)
6Why Does Latency Matter?
Affects responsiveness
7Example of Unresponsiveness
8Why Does Latency Matter?
9Example of State Inconsistency
10Why Does Latency Matter?
Affects fairness
11How Much Does Latency Matter?
Depends upon precision of task
12How Much Does Latency Matter?
Depends upon deadline of task
13Precision and Deadline
Lower
Casting Area Spell
Running
Exploring
Shooting Grenades
Precision
Shooting Machine Gun
Fighting
Racing
Combat
Moving
Higher
Drinking Health Potion
Shooting Sniper
Building
Deadline
Tighter
Looser
14Player Performance vs. Latency
15Outline
- Introduction (done)
- What is latency? (done)
- Why does it matter? (done)
- How much does it matter? (done)
- What can be done? (next)
- Time Manipulation
16Latency Compensation - Time Delay
- Server delays processing of events
- Wait until all messages from clients arrive
- Server also sends messages to more distant client
first, delays messages to closer
Server processes both client commands
Client 1 command arrives
Client 2 command arrives
Time
Time Delay
Disadvantage decreases responsiveness to that
of player with highest latency
17Latency Compensation - Time Warp
- Server rolls-back (warps) to when action taken
place on client
Disadvantage user may notice when fix state
inconsistency
18The Technology of the Game -Latency and Online
Games
Associate Professor Computer Science
Director Interactive Media and Game Development
Worcester Polytechnic Institute
19References
- Valve Developer Community. Source Multiplayer
Networking, Online at http//developer.valvesoft
ware.com/wiki/Source_Multiplayer_Networking - Mark Claypool and Kajal Claypool. Latency and
Player Actions in Online Games, Communications
of the ACM, Volume 49, Issue 11, November 2006.
Online at http//www.cs.wpi.edu/claypool/papers/
precision-deadline/ - James Nichols and Mark Claypool. The Effects of
Latency on Online Madden NFL Football, In
Proceedings of the 14th ACM International
Workshop on Network and Operating Systems Support
for Digital Audio and Video (NOSSDAV), Kinsale,
County Cork, Ireland, June 16-18, 2004. Online
at http//www.cs.wpi.edu/claypool/papers/madden/
- Grenville Armitage, Mark Claypool, and Philip
Branch. Networking and Online Games
Understanding and Engineering Multiplayer
Internet Games, John Wiley and Sons, Ltd., June
2006. ISBN 0470018577. Online at
http//www.cs.wpi.edu/claypool/papers/book/