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 language | English |
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Title of host publication | 2015 International Workshop on Network and Systems Support for Games, NetGames 2015 |
Publisher | IEEE Computer Society |
Volume | 2016-January |
ISBN (Electronic) | 9781509000685 |
DOIs | |
Publication status | Published - 13 Jan 2016 |
Event | International Workshop on Network and Systems Support for Games, NetGames 2015 - Zagreb, Croatia Duration: 3 Dec 2015 → 4 Dec 2015 |
Conference
Conference | International Workshop on Network and Systems Support for Games, NetGames 2015 |
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Country/Territory | Croatia |
City | Zagreb |
Period | 3/12/15 → 4/12/15 |
ASJC Scopus subject areas
- Computer Networks and Communications
- Human-Computer Interaction
- Electrical and Electronic Engineering