On the suitability of dead reckoning schemes for games

  • Authors:
  • Lothar Pantel;Lars C. Wolf

  • Affiliations:
  • Pantronics;Technical University Braunschweig, Muehlenpfordtstraße 23, 38106 Braunschweig, Germany

  • Venue:
  • NetGames '02 Proceedings of the 1st workshop on Network and system support for games
  • Year:
  • 2002

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Abstract

A major problem of network-based multiplayer games (and other distributed virtual environments) is caused by the network transmission delay. This delay leads to inconsistency and other problems. Dead reckoning is often used to reduce the effects of network induced delays and losses by applying prediction means. The quality of the prediction and, hence, the consistency of the distributed game, depends on the difference between the real and the predicted position of some objects. In this paper we discuss prediction methods for games and study their usefulness in regard to different game types (genre) like Sport, 3D-Action and racing games. Using implementations, the methods are evaluated experimentally.