Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Consistency control for distributed interactive media
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
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
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games
ICNP '02 Proceedings of the 10th IEEE International Conference on Network Protocols
NIST Net: a Linux-based network emulation tool
ACM SIGCOMM Computer Communication Review
A fair message exchange framework for distributed multi-player games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
Construction and scheduling of extrapolated parity packets for dead reckoning in network gaming
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Adaptive Δ-causality control with adaptive dead-reckoning in networked games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Improving end-to-end quality-of-service in online multi-player wireless gaming networks
Computer Communications
NBiS'07 Proceedings of the 1st international conference on Network-based information systems
Consistency aware update schedule in multi-server Distributed Virtual Environments
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Modeling and characterizing user experience in a cloud server based mobile gaming approach
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
Optimizing consistency by maximizing bandwidth usage in distributed interactive applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Dead Reckoning-Based Update Scheduling against Message Loss for Improving Consistency in DVEs
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
Cloud mobile gaming: modeling and measuring user experience in mobile wireless networks
ACM SIGMOBILE Mobile Computing and Communications Review
Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual Environments
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
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This paper investigates the influences of network latency and packet loss on the consistency among players in networked racing games. We here deal with the Δ-causality control as causality control and dead-reckoning as prediction control. By experiment, we make a performance comparison among the Δ-causality scheme, the dead-reckoning scheme, a scheme which carries out the Δ-causality control and dead-reckoning together, and a scheme which performs neither of the two types of control. As a result, we show that the combination use of the two types of control can keep the consistency and fairness among players in good condition.