2006
DOI: 10.1145/1167838.1167860
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Latency and player actions in online games

Abstract: Latency determines not only how players experience online gameplay but also how to design the games to mitigate its effects and meet player expectations.

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Cited by 451 publications
(294 citation statements)
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“…However, it takes too much time to calculate it depending on the number of users [4]. The user tolerant in MORPG is 500 msec or less [10]. The longer calculation time is not feasible.…”
Section: Meta-heuristic Algorithmmentioning
confidence: 99%
“…However, it takes too much time to calculate it depending on the number of users [4]. The user tolerant in MORPG is 500 msec or less [10]. The longer calculation time is not feasible.…”
Section: Meta-heuristic Algorithmmentioning
confidence: 99%
“…Users tolerate interaction latencies up to 80 ms for gaming [4] and up to 150 ms for office applications [38]. Wireless links, however, often introduce propagation delays in the order of tens of milliseconds [39,40] and the total latency is further increased by client and server processing, router queuing, firewall processing etc.…”
Section: Client Side Handling Of User Inputmentioning
confidence: 99%
“…In Fig. 1a, we have drawn a line at 500 ms to show how many streams experienced latencies that would degrade the players' QoE severely [7]. The graph shows that nearly half of the measured streams during this hour of game-play had such latency events.…”
Section: Reliability and Congestion Controlmentioning
confidence: 99%
“…With respect to user satisfaction, games require tight timeliness, with latency thresholds at approximately 100 ms for first-person shooter (FPS) games, 500 ms for role-playing games (RPG) and 1000 ms for real-time strategy games [7]. Analysis of other game genres (FPS and RPG) shows that they also show similar networking patterns with high interarrival times and small packets, reflecting the human interaction present in the games.…”
Section: Thin-stream Applicationsmentioning
confidence: 99%
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