Axioms for memory access in asynchronous hardware systems
ACM Transactions on Programming Languages and Systems (TOPLAS) - The MIT Press scientific computation series
Linearizability: a correctness condition for concurrent objects
ACM Transactions on Programming Languages and Systems (TOPLAS)
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
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
CHI '01 Extended Abstracts on Human Factors in Computing Systems
WDAG '91 Proceedings of the 5th International Workshop on Distributed Algorithms
From Causal Consistency to Sequential Consistency in Shared Memory Systems
Proceedings of the 15th Conference on Foundations of Software Technology and Theoretical Computer Science
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Supporting continuous consistency in multiplayer online games
Proceedings of the 12th annual ACM international conference on Multimedia
Echo: A Method to Improve the Task Performance of CVEs
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Effects of local-lag mechanism on task performance in a desktop CVE system
Journal of Computer Science and Technology
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
A scheduling algorithm for time bounded delivery of packets on the internet
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Consistency aware update schedule in multi-server Distributed Virtual Environments
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Predictive algorithms for aggregation and disaggregation in mixed mode simulation
Winter Simulation Conference
DS-RT '11 Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
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
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia
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Dead-Reckoning (DR) is an effective method to maintain consistency for Continuous Distributed Multiplayer Games (CDMG). Since DR can filter most unnecessary state updates and improve the scalability of a system, it is widely used in commercial CDMG. However, DR cannot maintain high consistency, and this constrains its application in highly interactive games. With the help of global synchronization, DR can achieve higher consistency, but it still cannot eliminate before inconsistency. In this paper, a method named Globally Synchronized DR with Local Lag (GS-DR-LL), which combines local lag and Globally Synchronized DR (GS-DR), is presented. Performance evaluation shows that GS-DR-LL can effectively decrease before inconsistency, and the effects increase with the lag.