Quake 4 multiplayer control lag
Latency and player actions in online games. Elsevier Computer Networks, Special Issue on Networking Issues in Entertainment Computing 49, 1 (Sept. The effect of latency on user performance in real-time strategy games. IEEE Transactions on Multimedia 26, 2 (Feb. On the quality of service of cloud gaming systems. Kuan-Ta Chen, Yu-Chun Chang, Hwai-Jung Hsu, De-Yu Chen, Chun-Ying Huang, and Cheng-Hsin Hsu.On the sensitivity of online game playing time to network QoS.
Taking Fitts Slow: The Effects of Delayed Visual Feedback on Human Motor Performance and User Experience. In Proceedings of the Game Developers Conference. Latency compensating methods in client/server in-game protocol design and optimization. In Proceedings of ACM Network and System Support for Games Workshop (NetGames’03). The effects of loss and latency on user performance in Unreal Tournament 2003. Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, and Mark Claypool.In Proceedings of the 11th IEEE International Conference on Networks (ICON’03). An experimental estimation of latency sensitivity in multiplayer Quake 3. In Proceedings of HCI - Users and Contexts of Use. Assessing the impact of latency and jitter on the perceived quality of Call of Duty Modern Warfare 2. In Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems. Beyond Fitts’ law: Models for trajectory-based HCI tasks. A comparison with two previous studies, both using a mouse instead of a thumbstick, suggests the model’s relationship between selection time, delay, and target speed holds more broadly, providing a foundation for a potential law explaining moving target selection with delay encountered in cloud-hosted games. Analysis of data from over 50 users shows target selection time exponentially increases with delay and target speed and is well-fit by an exponential model that includes a delay and target speed interaction term. Our work builds a custom game that controls both the target speed and input delay and has players select the target using a game controller analog thumbstick. In order to better understand delay impact in cloud-hosted computer games, we conduct a large bottom-up user study centered on a fundamental game interaction-selecting a moving target with user input impeded by delay. Bottom-up studies isolating user input and delay can better generalize and be used in models, but have yet to be applied to cloud-hosted computer games.
Previous top-down studies of delay using full-featured games have helped understand the impact of delay, but often do not generalize or lend themselves to analytic modeling. A better understanding of the impact of delay on player-game interactions can help design cloud systems and games that accommodate delays inherent in cloud systems. Hosting interactive video-based services, such as computer games, in the Cloud poses particular challenges given user sensitivity to delay.