On "shot around a corner" in first-person shooter games

Steven W.K. Lee, Kow Chuen Chang

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

1 Citation (Scopus)

Abstract

Lag compensation is widely implemented in shooter games to mitigate the impact of network latency. Shot around a corner is an inconsistency introduced by lag compensation that still exists in many recent titles. In this paper, we investigate the influence of network latency and movement speeds on the rollback distances, and how they in turn affect the perceived shot around a corner frequencies and fairness. We find that a 250ms limit on lag compensation is reasonable for a movement speed of 4m/s and that experienced FPS players are aware of how frequently they are shot around a corner. We also suggest future experiments on shot around a corner to use different game modes and inject latency only to a subset of players.
Original languageEnglish
Title of host publicationNetGames 2017 - 15th Annual Workshop on Network and Systems Support for Games
PublisherIEEE Computer Society
Pages7-12
Number of pages6
ISBN (Electronic)9781509050383
DOIs
Publication statusPublished - 25 Jul 2017
Event15th Annual Workshop on Network and Systems Support for Games, NetGames 2017 - Taipei, Taiwan
Duration: 22 Jun 201723 Jun 2017

Conference

Conference15th Annual Workshop on Network and Systems Support for Games, NetGames 2017
Country/TerritoryTaiwan
CityTaipei
Period22/06/1723/06/17

ASJC Scopus subject areas

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

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