Title: web.cs.wpi.edu
1The 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
2Motivation
- 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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3Motivation
- 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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4Latency 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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5Test environment
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6Dumb Client Model
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7Client-side prediction
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8Simple 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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9Results
10Results
11Another 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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12One 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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13Symmetrical Latencies
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14Asymmetrical Latencies
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15Asymmetrical Latencies
16Effect of latency on running
- First, isolate running
- What about NPC interactions?
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17(No Transcript)
18NOSSDAV 2004
19Experiment
- 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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20Quantitative Results
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21Qualitative 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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22Example
Player is pressing left
Player is pressing up
Running back goes out of bounds
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23Conclusions
- 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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24The Effects of Latency on Online Madden NFL
Football
James Nichols and Mark Claypool http//perform.wp
i.edu
NOSSDAV 2004 - Kinsale, County Cork, Ireland