Evaluation of lag-related configurations in first-person shooter games

Wai Kiu Lee, Kow Chuen Chang

Research output: Chapter in book / Conference proceedingConference article published in proceeding or bookAcademic researchpeer-review

Abstract

In multiplayer video games, lag refers to the delay between a player's inputs and the corresponding outputs. A number of lag compensation techniques are often employed together to mitigate the impacts of lag in various ways. These methods, however, sometimes introduce new issues. This paper investigates the impacts of two sources of lag: tick rate and vertical synchronization (V-Sync) and the effectiveness of two common lag compensation methods: lag compensation and interpolation by measuring the player's shooting accuracy in a recent first-person shooter (FPS) game, Counter-Strike: Global Offensive (CS:GO). Our study shows that the lag compensation method and a higher tick rate can increase player performance significantly. However, the study is inconclusive for the interpolation method. The study also shows that V-Sync does not impact player's performance.
Original languageEnglish
Title of host publication2015 International Workshop on Network and Systems Support for Games, NetGames 2015
PublisherIEEE Computer Society
Volume2016-January
ISBN (Electronic)9781509000685
DOIs
Publication statusPublished - 13 Jan 2016
EventInternational Workshop on Network and Systems Support for Games, NetGames 2015 - Zagreb, Croatia
Duration: 3 Dec 20154 Dec 2015

Conference

ConferenceInternational Workshop on Network and Systems Support for Games, NetGames 2015
CountryCroatia
CityZagreb
Period3/12/154/12/15

ASJC Scopus subject areas

  • Computer Networks and Communications
  • Human-Computer Interaction
  • Electrical and Electronic Engineering

Cite this