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
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Access network delay in networked games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Research note: Source models of network game traffic
Computer Communications
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
Managing latency and fairness in networked games
Communications of the ACM - Entertainment networking
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
An empirical evaluation of TCP performance in online games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Influences of network latency on interactivity in networked rock-paper-scissors
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Server topology considerations in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Maximizing total upload in latency-sensitive P2P applications
Proceedings of the nineteenth annual ACM symposium on Parallel algorithms and architectures
Modeling ping times in first person shooter games
CoNEXT '06 Proceedings of the 2006 ACM CoNEXT conference
Improving end-to-end quality-of-service in online multi-player wireless gaming networks
Computer Communications
The effects of local lag on tightly-coupled interaction in distributed groupware
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Towards modeling human arm movement in a CVE
Proceedings of the First International Conference on Immersive Telecommunications
An adaptive approach to exponential smoothing for CVE state prediction
Proceedings of the 2nd International Conference on Immersive Telecommunications
Multimedia Tools and Applications
Measurement and estimation of network QoS among peer Xbox 360 game players
PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
On the objective evaluation of real-time networked games
GLOBECOM'09 Proceedings of the 28th IEEE conference on Global telecommunications
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
A measurement study regarding quality of service and its impact on multiplayer online games
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
International Journal of Computer Games Technology
Influence of network delay and jitter on cooperation in multiplayer games
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
An approach to tuning distributed virtual environment performance by modifying terrain
Proceedings of the International Working Conference on Advanced Visual Interfaces
Adaptive forward error correction for real-time groupware
Proceedings of the 17th ACM international conference on Supporting group work
A methodology for managing distributed virtual environment scalability
Proceedings of the Winter Simulation Conference
Assessing the impact of latency and jitter on the perceived quality of call of duty modern warfare 2
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: users and contexts of use - Volume Part III
Prediction from expert demonstrations for safe tele-surgery
International Journal of Automation and Computing
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There have been several studies in the past years that investigate the impact of network delay on multi-user applications. Primary examples of these applications are real-time multiplayer games. These studies have shown that high network delays and jitter may indeed influence the player's perception of the quality of the game. However, the proposed test values, which are often high, are not always representative for a large percentile of on-line game players. We have therefore investigated the influence of delay and jitter with numbers that are more representative for typical access networks. This in effect allows us to simulate a setup with multiplayer game servers that are located at ISP level and players connected through that ISP's access network. To obtain further true-to-life results, we opted to carry out the test using a recent first person shooter (FPS) game, Unreal Tournament 2003. It can, after all, be expected that this new generation of games has built-in features to diminish the effect of small delay values, given the popularity of playing these games over the Internet. In this paper, we have investigated both subjective perceived quality and objective measurements and will show that both are indeed influenced by even these small delay and jitter values.