On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
NIST Net: a Linux-based network emulation tool
ACM SIGCOMM Computer Communication Review
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Influences of network latency and packet loss on consistency in networked racing games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
An Adaptive Scheme for Consistency among Players in Networked Racing Games
MDM '06 Proceedings of the 7th International Conference on Mobile Data Management
IEEE Communications Magazine
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
QoE assessment in networked air hockey game with haptic media
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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This paper proposes an adaptive Δ-causality control scheme with adaptive dead-reckoning to preserve the consistency among players and the causality for networked games. The proposed scheme carries out adaptive Δ-causality control and adaptive dead-reckoning together. By simulation, we make a performance comparison among nine schemes including the scheme for a networked racing game. We also investigate the influence of the maximum value of Δ of the scheme on the interactivity by subjective assessment. As a result, we illustrate that the scheme is superior to the other schemes in terms of the consistency among players. Also, we show that if the maximum value of Δ is less than about 100 ms, the influence of the value on the interactivity is small.