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
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Game server selection for multiple players
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
The effect of latency and network limitations on MMORPGs: a field study of everquest2
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Wresting control from BGP: scalable fine-grained route control
ATC'07 2007 USENIX Annual Technical Conference on Proceedings of the USENIX Annual Technical Conference
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Proceedings of the 20th international workshop on Network and operating systems support for digital audio and video
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Optimizing consistency by maximizing bandwidth usage in distributed interactive applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
International Journal of Computer Games Technology
A server-assisted approach for mobile-phone games
Mobile Multimedia Processing
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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With growth in interactive network games comes increased importance in a better understanding of the effects of latency on game performance. While previous work has measured the effects of latency on first-person shooters and real-time strategy games, there has been no systematic investigation of the effects of latency on sports games. In this work, we study the effects of latency on online Madden NFL football, one of the most popular online sports games, through a series of carefully designed experiments in which we systematically control latency between players. Our experiments illustrate the mechanisms Madden NFL uses to compensate for latency. Our user studies show there is little impact from latency on user performance in Madden NFL over typical low Internet latencies. However, for latencies higher than 500 ms, there is a significant impact on user performance, degrading performance by almost 30%. Our network measurements show periodic data rates during game-play with significant command aggregation at higher latencies.