{"title":"Enhancing the experience of multiplayer shooter games via advanced lag compensation","authors":"Steven W. K. Lee, R. Chang","doi":"10.1145/3204949.3204971","DOIUrl":null,"url":null,"abstract":"In multiplayer shooter games, lag compensation is used to mitigate the effects of network latency, or lag. Traditional lag compensation (TLC), however, introduces an inconsistency known as \"shot behind covers\" (SBC), especially to less lagged players. A few recent games ameliorate this problem by compensating only players with lag below a certain limit. This forces sufficiently lagged players to aim ahead of their targets, which is difficult and unrealistic. In this paper, we present a novel advanced lag compensation (ALC) algorithm. Based on TLC, this new algorithm retains the benefits of lag compensation but without compromising less lagged players or compensating only certain players. To evaluate ALC, we have invited players to play an FPS game we build from scratch and answer questions after each match. Comparing with TLC, ALC reduces the number of SBC by 94.1%, and a significant drop in the number of SBC reported by players during matches (p < .05) and the perceived SBC frequency collected at the end of each match (p < .05). ALC and TLC also share a similar hit registration accuracy (p = .158 and p = .18) and responsiveness (p = .317).","PeriodicalId":141196,"journal":{"name":"Proceedings of the 9th ACM Multimedia Systems Conference","volume":"155 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 9th ACM Multimedia Systems Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3204949.3204971","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 13
Abstract
In multiplayer shooter games, lag compensation is used to mitigate the effects of network latency, or lag. Traditional lag compensation (TLC), however, introduces an inconsistency known as "shot behind covers" (SBC), especially to less lagged players. A few recent games ameliorate this problem by compensating only players with lag below a certain limit. This forces sufficiently lagged players to aim ahead of their targets, which is difficult and unrealistic. In this paper, we present a novel advanced lag compensation (ALC) algorithm. Based on TLC, this new algorithm retains the benefits of lag compensation but without compromising less lagged players or compensating only certain players. To evaluate ALC, we have invited players to play an FPS game we build from scratch and answer questions after each match. Comparing with TLC, ALC reduces the number of SBC by 94.1%, and a significant drop in the number of SBC reported by players during matches (p < .05) and the perceived SBC frequency collected at the end of each match (p < .05). ALC and TLC also share a similar hit registration accuracy (p = .158 and p = .18) and responsiveness (p = .317).