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 language | English |
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Title of host publication | NetGames 2017 - 15th Annual Workshop on Network and Systems Support for Games |
Publisher | IEEE Computer Society |
Pages | 7-12 |
Number of pages | 6 |
ISBN (Electronic) | 9781509050383 |
DOIs | |
Publication status | Published - 25 Jul 2017 |
Event | 15th Annual Workshop on Network and Systems Support for Games, NetGames 2017 - Taipei, Taiwan Duration: 22 Jun 2017 → 23 Jun 2017 |
Conference
Conference | 15th Annual Workshop on Network and Systems Support for Games, NetGames 2017 |
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Country/Territory | Taiwan |
City | Taipei |
Period | 22/06/17 → 23/06/17 |
ASJC Scopus subject areas
- Computer Networks and Communications
- Human-Computer Interaction
- Electrical and Electronic Engineering