![]() We used the model to predict performance in the second study, and our predictions were accurate, particularly for faster games and higher levels of lag. Our work provides a new analysis of how local latency affects games, which explains why some game atoms will be sensitive to latency, and which can allow predictive modeling of when playability will suffer due to lag, even without extensive playtesting. In multiplayer shooter games, lag compensation is used to mitigate the effects of network latency, or lag. Traditional lag compensation (TLC), however, introduces an inconsistency known as "shot behind covers" (SBC), especially to less lagged players. This forces sufficiently lagged players to aim ahead of their targets, which is difficult and unrealistic.Ī few recent games ameliorate this problem by compensating only players with lag below a certain limit. In this paper, we present a novel advanced lag compensation (ALC) algorithm. Based on TLC, this new algorithm retains the benefits of lag compensation but without compromising less lagged players or compensating only certain players. To evaluate ALC, we have invited players to play an FPS game we build from scratch and answer questions after each match. Comparing with TLC, ALC reduces the number of SBC by 94.1%, and a significant drop in the number of SBC reported by players during matches (p <. ![]() 05) and the perceived SBC frequency collected at the end of each match (p <. #BZFLAG CHANGE SHOT LENGTH REGISTRATION#ĪLC and TLC also share a similar hit registration accuracy (p =. It is well understood that distributed multiplayer games, as soft real-time systems, require a degree of support from the underlying network in order to function correctly, in terms of predictable end to end bandwidth, latency and jitter. #BZFLAG CHANGE SHOT LENGTH REGISTRATION#. ![]()
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