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Top selling genres in 2002 ... player movements are lagged momentarily behind user input Hard to get a feel for the timing of when to spin, juke, ... – PowerPoint PPT presentation

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Title: web.cs.wpi.edu


1

The Effects of Latency on Online Madden NFL
Football
James Nichols and Mark Claypool Computer Science
Department Worcester Polytechnic
Institute Massachusetts, USA
NOSSDAV 2004 - Kinsale, County Cork, Ireland
2
Motivation
  • Why study network games?
  • In 2003, despite economic downturn, games only
    industry to grow ESA - 2004
  • 400,000 of the 1.3 million PS2 owners that bought
    SOCOM play online regularly EGM - 10/03
  • Demanding application in terms of network
    requirements

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Motivation
  • Why study sports games?
  • No one has yet
  • Are there different user or network level
    requirements for sports games?
  • Top selling genres in 2002 Essential Facts
    About the Computer and Video game Industry, The
    Entertainment Software Association, 2003
  • Computer Games
  • Strategy - 27.4
  • First-Person Shooter - 11.5
  • Sports - 6.3
  • Console Games
  • Strategy - not reported! (small)
  • First-Person Shooter - 5.5
  • Sports - 19.5

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Latency and Network Games
  • Effects of latency on interactive network
    applications well studied
  • Web-browsing seconds
  • Audio conference 100s of milliseconds
  • Games are highly interactive!
  • First-person shooters 100s of ms
  • Real-time strategy games
  • What about sports?
  • EA Sports Madden NFL Football Series

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Test environment
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Dumb Client Model
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Client-side prediction
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Simple Experiments
  • Experiment 1
  • Hypothesize that online Madden Football uses
    client-side prediction to compensate for lag
  • Large induced delay from Beta to Alpha (1500ms)
  • Alpha on offense
  • Alpha puts man in motion
  • Results
  • Beta sees player move on his local display first!
  • Player on Alphas display is lagged

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Results
10
Results
11
Another experiment
  • Experiment 2
  • Hypothesize that online Madden Football uses
    dumb-client model
  • Large induced delay from Alpha to Beta (1500ms)
  • Results
  • Alpha sees player move on his local display
    first!
  • Player on Betas display is lagged

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One more simple experiment
  • Experiment 3
  • Hypothesize that symmetrical delay results in
    roughly synchronized presentation
  • Large induced delay in both directions (1000ms
    each way)
  • Results
  • Player movements are delayed on both displays,
    but are synchronized
  • Now we can suggest a lag compensation model for
    online Madden Football

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Symmetrical Latencies
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Asymmetrical Latencies
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Asymmetrical Latencies
16
Effect of latency on running
  • First, isolate running
  • What about NPC interactions?

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18
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Experiment
  • Hypothesize that offensive production
    (Yards/Attempt) will decrease as latency
    increases
  • Play 3 full games at 8 different latencies
    (0-2000 ms rtt)
  • One team runs over and over again
  • Other team punts the ball right back

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Quantitative Results
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Qualitative Results
  • At higher latency, player movements are lagged
    momentarily behind user input
  • Hard to get a feel for the timing of when to
    spin, juke, stiff-arm, etc.
  • Make mistakes at high latencies
  • Run into defender
  • Run out of bounds

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Example
Player is pressing left
Player is pressing up
Running back goes out of bounds
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Conclusions
  • Experiments suggest that Madden uses a prediction
    of round-trip time to delay user input to
    compensate for latency
  • Latency does effect user performance
  • About 30 of the range we evaluated
  • Typical latencies dont have an effect
  • Future work is to evaluate the effects of packet
    loss and investigate other sports games

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The Effects of Latency on Online Madden NFL
Football
James Nichols and Mark Claypool http//perform.wp
i.edu
NOSSDAV 2004 - Kinsale, County Cork, Ireland
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