The Technology of the Game -Latency and Online Games - PowerPoint PPT Presentation

About This Presentation
Title:

The Technology of the Game -Latency and Online Games

Description:

... Media and Game Development. Worcester Polytechnic Institute. May ... Internet. Game. client. Game. server. Latency - time to get from source to destination ... – PowerPoint PPT presentation

Number of Views:66
Avg rating:3.0/5.0
Slides: 20
Provided by: clay2
Learn more at: http://web.cs.wpi.edu
Category:

less

Transcript and Presenter's Notes

Title: The Technology of the Game -Latency and Online Games


1
The Technology of the Game -Latency and Online
Games
  • Mark Claypool

Associate Professor Computer Science
Director Interactive Media and Game Development
Worcester Polytechnic Institute
2
(No Transcript)
3
Software Engineering Human-Computer
Interaction Computer Architecture Databases Graphi
cs and Animation Artificial Intelligence
Computer Networks
4
Outline
  • Introduction (done)
  • What is latency? (next)
  • Why does it matter?
  • How much does it matter?
  • What can be done?

5
What is Network Latency?
  • Latency - time to get from source to destination
  • There and back (round-trip time)

6
Why Does Latency Matter?
Affects responsiveness
7
Example of Unresponsiveness
8
Why Does Latency Matter?
  • Affects consistency

9
Example of State Inconsistency
10
Why Does Latency Matter?
Affects fairness
11
How Much Does Latency Matter?
Depends upon precision of task
12
How Much Does Latency Matter?
Depends upon deadline of task
13
Precision 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
14
Player Performance vs. Latency
15
Outline
  • Introduction (done)
  • What is latency? (done)
  • Why does it matter? (done)
  • How much does it matter? (done)
  • What can be done? (next)
  • Time Manipulation

16
Latency 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
17
Latency Compensation - Time Warp
  • Server rolls-back (warps) to when action taken
    place on client

Disadvantage user may notice when fix state
inconsistency
18
The Technology of the Game -Latency and Online
Games
  • Mark Claypool

Associate Professor Computer Science
Director Interactive Media and Game Development
Worcester Polytechnic Institute
19
References
  • 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/
Write a Comment
User Comments (0)
About PowerShow.com