探究《守望先锋》的传播行为:延迟的根源

Florian Metzger, Roman Heger
{"title":"探究《守望先锋》的传播行为:延迟的根源","authors":"Florian Metzger, Roman Heger","doi":"10.1109/ITC30.2018.00022","DOIUrl":null,"url":null,"abstract":"This paper explores the full chain of lag contribution factors in a specific online multiplayer game, namely Overwatch: From the creation of input events, over the network, and back to displaying the results on the local screen. Together they result in the dreaded end-to-end lag, which has a direct impact on the subjective quality one experiences when playing video games. In its investigation, this paper reveals surprising effects in the game's networking behavior that are omitted when colloquially talking about, e.g. a 60 Hz update rate, but must be considered nonetheless. These insights, gained from examining network traces of Overwatch matches that were played on a realistic, resource constrained PC, can then be used to refine end-to-end lag simulation models and reach a better understanding of all responsible lag components.","PeriodicalId":159861,"journal":{"name":"2018 30th International Teletraffic Congress (ITC 30)","volume":"268 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Exploring the Transmission Behaviour of Overwatch: The Source of Lag\",\"authors\":\"Florian Metzger, Roman Heger\",\"doi\":\"10.1109/ITC30.2018.00022\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper explores the full chain of lag contribution factors in a specific online multiplayer game, namely Overwatch: From the creation of input events, over the network, and back to displaying the results on the local screen. Together they result in the dreaded end-to-end lag, which has a direct impact on the subjective quality one experiences when playing video games. In its investigation, this paper reveals surprising effects in the game's networking behavior that are omitted when colloquially talking about, e.g. a 60 Hz update rate, but must be considered nonetheless. These insights, gained from examining network traces of Overwatch matches that were played on a realistic, resource constrained PC, can then be used to refine end-to-end lag simulation models and reach a better understanding of all responsible lag components.\",\"PeriodicalId\":159861,\"journal\":{\"name\":\"2018 30th International Teletraffic Congress (ITC 30)\",\"volume\":\"268 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 30th International Teletraffic Congress (ITC 30)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ITC30.2018.00022\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 30th International Teletraffic Congress (ITC 30)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ITC30.2018.00022","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

摘要

本文探讨了一款特定的在线多人游戏《守望先锋》中的延迟贡献因素的完整链条:从创建输入事件,通过网络,再返回到在本地屏幕上显示结果。它们共同导致了可怕的端到端延迟,这直接影响了人们在玩电子游戏时体验到的主观质量。在调查中,这篇论文揭示了游戏网络行为的惊人影响,这些影响在口头讨论时被忽略了,例如60hz的更新速率,但必须考虑到。这些见解是通过检查在现实的、资源有限的PC上进行的《守望先锋》比赛的网络轨迹而获得的,然后可以用于完善端到端的延迟模拟模型,并更好地理解所有负责的延迟组件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Exploring the Transmission Behaviour of Overwatch: The Source of Lag
This paper explores the full chain of lag contribution factors in a specific online multiplayer game, namely Overwatch: From the creation of input events, over the network, and back to displaying the results on the local screen. Together they result in the dreaded end-to-end lag, which has a direct impact on the subjective quality one experiences when playing video games. In its investigation, this paper reveals surprising effects in the game's networking behavior that are omitted when colloquially talking about, e.g. a 60 Hz update rate, but must be considered nonetheless. These insights, gained from examining network traces of Overwatch matches that were played on a realistic, resource constrained PC, can then be used to refine end-to-end lag simulation models and reach a better understanding of all responsible lag components.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Enabling a Win-Win Coexistence Mechanism for WiFi and LTE in Unlicensed Bands Integrating Fractional Brownian Motion Arrivals into the Statistical Network Calculus Statistical Delay Bounds for Automatic Repeat Request Protocols with Pipelining Time Constrained Service-Aware Migration of Virtualized Services for Mobile Edge Computing [Copyright notice]
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1