The Effects of Loss and Latency on User Performance in Unreal Tournament 2003 - PowerPoint PPT Presentation

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The Effects of Loss and Latency on User Performance in Unreal Tournament 2003

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... Quantitative effects of loss and latency on the performance of UT2003 Outline Introduction Experiments Analysis ... Movement and Shooting Design ... Sports are ... – PowerPoint PPT presentation

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Title: The Effects of Loss and Latency on User Performance in Unreal Tournament 2003


1
The Effects of Loss and Latency on User
Performance in Unreal Tournament 2003
  • Tom Beigbeder, Rory Coughlan, Corey Lusher, John
    Plunkett, Emmanuel Agu, Mark Claypool
  • Computer Science Department
  • Worcester Polytechnic Institute
  • Worcester, MA, USA
  • http//www.cs.wpi.edu/claypool/papers/ut2003/

2
General Motivation
  • In 2003, despite economic downturn, games only
    entertainment industry to grow Essential
    Facts, ESA - 2004
  • For frequent game players, 43 play online ESA -
    2004
  • First-Person Shooters a top selling genre
  • 11.5 Essential Facts, ESA, 2003
  • Unreal Tournament 2003
  • Popular (1700 servers, 4400 players)
    Gamespy Oct 2003
  • Award winning Best of Show, E3 expo
  • Studied less than Quake-derived FPS

3
Specific Motivation The Network and Network
Games
  • Network games can be demanding in terms of
    network requirements
  • Capacity? (Not usually)
  • Latency? (Sometimes)
  • What parts of a FPS game Moving? Shooting?
  • Quantitative effect?
  • Loss? (Unknown)
  • Retransmission will increase latency
  • Knowing game constraints useful for
  • Building better network games
  • Building better networks to support games (QoS)
  • Our goal
  • ? Quantitative effects of loss and latency on the
    performance of UT2003

4
Outline
  • Introduction ?
  • Experiments ?
  • Analysis
  • Conclusions

5
Methodology
  • Characterize fundamental user interaction
    components of FPS games
  • Design maps that exercise each type of
    interaction
  • Construct test environment for measuring the
    effects of latency and loss
  • Conduct user studies
  • Analyze results

6
FPS User Interaction Components
  • Movement
  • Simple (Moving in a straight line)
  • Complex (Running, jumping, turning)
  • Shooting
  • Precision Example Weapons
  • High Shock Rifle, Link Gun, Lightning Gun
  • Medium Assault Rifle, Mini-Gun, Bio Rifle
  • Low Flak Cannon, Rocket Launcher
  • Movement and Shooting
  • Design maps for each component

7
Controlling Loss and Latency
  • Ethereal for traces
  • UT2003 is Client-Server, uses UDP, Server updates
    every 50 ms
  • NIST Net for Router ? Control network
    characteristics to each client
  • Control loss 0, 6
  • Control latency 0 ms, 400 ms

8
Outline
  • Introduction ?
  • Experiments ?
  • Analysis
  • Application Level ?
  • Network Level
  • User Level
  • Conclusions

9
Complex Movement
  • Flux2 map with pre-defined obstacle course
  • Movement not affected by loss or latency

10
Precision Shooting
  • CTF-Face3 map with lightning gun versus dodging
    human opponent
  • Precision shooting not affected by loss
  • Precision shooting is affected by latency

11
Restricted Deathmatch
  • Training Day map with only medium precision
    weapons versus bot
  • Movement and shooting not affected by loss
  • Movement and shooting affected by latency
  • Less significantly than shooting alone

12
Full Deathmatch
  • Training Day map with full precision weapons
    versus Bot
  • Movement and shooting not affected by loss
  • Movement and shooting barely affected by latency

13
Outline
  • Introduction ?
  • Experiments ?
  • Analysis
  • Application Level ?
  • Network Level ?
  • User Level
  • Conclusions

14
Network Turbulence
5
  • No visible effects of loss or latency
  • ?Holds for packet sizes, inter packet times

15
Outline
  • Introduction ?
  • Experiments ?
  • Analysis
  • Application Level ?
  • Network Level ?
  • User Level ?
  • Conclusions

16
User-Level Analysis
  • 75 ms latency, users noticed sluggishness
  • Felt play was worse
  • True even for unrestricted tests
  • 100 ms latency always noticeable
  • Play less enjoyable
  • Frustrating for precise shooting
  • 0-3 loss rarely even noticed
  • 3 loss sometimes noticed, but only because gun
    effects not always displayed

17
Conclusions
  • FPS games not affected by typical Internet packet
    loss
  • Loss up to 3 and not even noticed
  • TCP fairness at higher bitrates?
  • FPS games can be affected by latency
  • Perceived impact as low as 75 ms
  • Quantitative impact at 100 ms
  • At the network level
  • Small packets and low bitrates
  • Turbulence consistent over all network conditions

18
Future Work
  • Effects of variance in latency (jitter)
  • User adaptation strategy
  • Build model for FPS interactions so can apply to
    different FPS games (i.e. BF1942)

19
The Effects of Loss and Latency on User
Performance in Unreal Tournament 2003
  • Tom Beigbeder, Rory Coughlan, Corey Lusher, John
    Plunkett, Emmanuel Agu, Mark Claypool
  • Computer Science Department
  • Worcester Polytechnic Institute
  • Worcester, MA, USA
  • http//www.cs.wpi.edu/claypool/papers/ut2003/
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