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

Annual Workshop on Network and System Support for Games(2017)

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摘要
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.
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关键词
first-person shooter games,lag compensation,network latency,rollback distances,FPS players,game modes
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