Exploring the Effect of Curvature on the Consistency of Dead Reckoned Paths for Different Error Threshold Metrics

  • Authors:
  • Damien Marshall;Seamus McLoone;David Roberts;Declan Delaney;Tomas Ward

  • Affiliations:
  • National University of Ireland Maynooth, Ireland;National University of Ireland Maynooth, Ireland;University of Salford, UK;National University of Ireland Maynooth, Ireland;National University of Ireland Maynooth, Ireland

  • Venue:
  • DS-RT '06 Proceedings of the 10th IEEE international symposium on Distributed Simulation and Real-Time Applications
  • Year:
  • 2006

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Abstract

Dead reckoning is widely employed as an entity update packet reduction technique in Distributed Interactive Applications (DIAs). Such techniques reduce network bandwidth consumption and thus limit the effects of network latency on the consistency of networked simulations. A key component of the dead reckoning method is the underlying error threshold metric, as this directly determines when an entity update packet is to be sent between local and remote users. The most common metric is the spatial threshold, which is simply based on the distance between a local user's actual position and their predicted position. Other, recently proposed, metrics include the time-space threshold and the hybrid threshold, both of which are summarised within. This paper investigates the issue of user movement in relation to dead reckoning and each of the threshold metrics. In particular the relationship between the curvature of movement, the various threshold metrics and absolute consistency is studied. Experimental live trials across the Internet allow a comparative analysis of how users behave when different threshold metrics are used with varying degrees of curvature. The presented results provide justification for the use of a hybrid threshold approach when dead reckoning is employed in DIAs.