Integrating user-perceived quality into Web server design
Proceedings of the 9th international World Wide Web conference on Computer networks : the international journal of computer and telecommunications netowrking
Measurement study of low-bitrate internet video streaming
IMW '01 Proceedings of the 1st ACM SIGCOMM Workshop on Internet Measurement
A web server's view of the transport layer
ACM SIGCOMM Computer Communication Review
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
Subjective quality assessment for multiplayer real-time games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Consistency requirements in multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Applicability of group communication for increased scalability in MMOGs
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Do nintendo handhelds play nice?: An analysis of its wireless behavior
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Latency evaluation of networking mechanisms for game traffic
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Internet traffic modeling by means of Hidden Markov Models
Computer Networks: The International Journal of Computer and Telecommunications Networking
Evaluating Steiner-tree heuristics and diameter variations for application layer multicast
Computer Networks: The International Journal of Computer and Telecommunications Networking
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Improving application layer latency for reliable thin-stream game traffic
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
ACM Transactions on Internet Technology (TOIT)
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
On the challenge and design of transport protocols for MMORPGs
Multimedia Tools and Applications
Evaluation of QoS-compliant overlays under denial of service attacks
SpringSim '10 Proceedings of the 2010 Spring Simulation Multiconference
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Latency on the Internet is a well-known problem for interactive applications. The growth in interactive network games brings an increased importance in understanding the effects of latency on user performance. Classes of network games such as First Person Shooters (FPS) and Real-Time Strategy (RTS) differ in their user interaction model and hence susceptibility to latency. While previous work has measured the effects of latency on FPS games, there has been no systematic investigation of the effects of latency on RTS games. In this work, we design and conduct user studies that measure the impact of latency on user performance on three of the most popular RTS games. As a foundation for the research, we separated typical RTS user interactions into the basic components of explore, build and combat, and analyzed each individually. We find modest statistical correlations between user performance and latency for exploration, but very weak correlations for building and combat. Overall, the effect of even very high latency, while noticeable to users, has a negligible effect on the outcome of the game. We attribute this somewhat surprising result to the nature of RTS game play that clearly favors strategy over the real-time aspects.