Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game

  • Authors:
  • Peter Quax;Patrick Monsieurs;Wim Lamotte;Danny De Vleeschauwer;Natalie Degrande

  • Affiliations:
  • Limburgs Universitair Centrum, Diepenbeek, Belgium;Limburgs Universitair Centrum, Diepenbeek, Belgium;Limburgs Universitair Centrum, Diepenbeek, Belgium;Alcatel Bell NV, Antwerpen, Belgium;Alcatel Bell NV, Antwerpen, Belgium

  • Venue:
  • Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2004

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Abstract

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.