Integrating user-perceived quality into Web server design
Proceedings of the 9th international World Wide Web conference on Computer networks : the international journal of computer and telecommunications netowrking
Measurement study of low-bitrate internet video streaming
IMW '01 Proceedings of the 1st ACM SIGCOMM Workshop on Internet Measurement
A web server's view of the transport layer
ACM SIGCOMM Computer Communication Review
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
Subjective quality assessment for multiplayer real-time games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
M-GRASP: a GRASP with memory for latency-aware partitioning methods in DVE systems
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Reducing game latency by migration, core-selection and TCP modifications
International Journal of Advanced Media and Communication
Unsynchronized multiplayer networked games: feasibility with time rewind
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Journal of Parallel and Distributed Computing
Review: Packet-level traffic analysis of online games from the genre characteristics perspective
Journal of Network and Computer Applications
A server-assisted approach for mobile-phone games
Mobile Multimedia Processing
An information-based dynamic extrapolation model for networked virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Adaptive consistency for replicated state in real-time-strategy multiplayer games
Proceedings of the 11th International Workshop on Adaptive and Reflective Middleware
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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Latency on the Internet is a well-known problem for interactive applications. The growth in interactive network games brings an increased importance in understanding the effects of latency on user performance. Classes of network games such as First Person Shooters (FPS) and Real-Time Strategy (RTS) differ in their user interaction model and hence susceptibility to latency. While previous work has measured the effects of latency on FPS games, there has been no systematic investigation of the effects of latency on RTS games. In this work, we design and conduct user studies that measure the impact of latency on user performance on three of the most popular RTS games. As a foundation for the research, we separated typical RTS user interactions into the basic components of explore, build and combat, and analyzed each individually. We find modest statistical correlations between user performance and latency for exploration, but very weak correlations for building and combat. Overall, the effect of even very high latency, while noticeable to users, has a negligible effect on the outcome of the game. We attribute this somewhat surprising result to the nature of RTS game play that clearly favors strategy over the real-time aspects.