Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
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
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
What online gamers really think of the Internet?
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Consistency models for distributed interactive multimedia applications
ACM SIGOPS Operating Systems Review
The effect of latency on user performance in real-time strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
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Multiplayer online games are becoming increasingly popular as broadband internet connections replace the old modems. However, while available bandwidth grows steadily according to Moore's law, the latency of the internet connections remains almost constant, making it difficult to maintain a consistent game state over a large number of clients that have to be synchronized with each other and with the server(s). This paper introduces a possible solution to the problem by defining the necessary level of consistency through user's perception of the game. While the resulting set of requirements is somewhat difficult to formalize, it is not too restrictive and leaves many options open, some of which are discussed here. Ideally a game where all the requirements are met will appear like a local game to the user.