Latency Compensation Techniques The delay (and variance in
Latency Compensation Techniques Basic Algorithm (Client Side) Sample user input Pack up data and send to server Receive updates from server and unpack Determine visible objects and game state Render scene Repeat. If the latency between the client and server is large enough, the user is aware of the delay between the commands given to the game and the response to the game state. As an example of this impact, consider an online American football game (e.g. Madden NFL Online) in which the player is responding to events on the screen but the input is lagged to the server by about a second. In Figure 6.2, the running back is running toward the left side of the field to avoid the defender. The user sees that there is an open lane along the sideline and pushes the controller up to run between the defender and the sideline. However, because of the latency, the processing of this input is delayed by the round-trip time to the server (one second, in this example) so that the command is actually processed after the runner goes out of bounds. Because of the latency, the user failed to gain as many yards on this running attempt as she/he would have if there was no latency. (a) (b) (c) Figure 6.2 Illustration of the effects of latency on running (Madden NFL 2003). (a) User is pressing left and the player moves left. (b) User is pressing up, but player continues left because of latency. (c) Running back goes out of bounds! User curses
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