On the Impact of Delay on Real-Time Multiplayer Games - PowerPoint PPT Presentation

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On the Impact of Delay on Real-Time Multiplayer Games

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Title: On the Impact of Delay on Real-Time Multiplayer Games


1
On the Impact of Delay on Real-Time Multiplayer
Games
  • Authors Lothar Pantel, Lars C. Wolf
  • Presented by Bryan Wong

2
Outline
  • Introduction
  • Multiplayer Games
  • Experimental Evaluation
  • Related Work
  • Conclusions

3
Introduction
  • Major problem of networked multiplayer games is
    caused by transmission delay
  • A primary goal is to provide a global consistent
    state of the game
  • One approach is to introduce a local presentation
    delay

4
Introduction
  • Simulator-like games such as flight simulators,
    racing and sports games are most critical because
    they require smooth movements of the objects

5
Multiplayer Games
  • Architectures
  • Server based with a dynamically based or central
    server
  • Distributed scheme

6
Influence of Basic System Parameters
  • Designer must decide which messages are
    transmitted reliably/unreliably

7
Delay
  • The time between the generation of an event and
    the resulting update of the game state
  • Important issue of how the system handles old
    state information and how large the difference
    between the real and expected positions of the
    players in a game may be due to the delay of
    messages

8
Experiments with Commercial Games
  • Studied the delay-handling approaches used by two
    commercial games in two player mode
  • Re-Volt
  • Need-for-Speed
  • Examine how commercial game developers handle the
    delay problem

9
Start Release
  • Direct play assigns the role of coordinator to
    one of the two players
  • This contains the release of the start
  • Use the start countdown and start sound to detect
    correct synchronization

10
Start Process
  • As soon as the vehicles begin to move, the first
    deviations in the positions of the cars can occur
  • Identical vehicles, motors, etc. are selected to
    avoid acceleration differences
  • Expected that both cars remain head to head

11
Simulated Start
  • Cars are stopped in the course of the race and
    are aligned at the beginning of a straight path
  • Both cars are accelerated simultaneously by one
    person using both keyboards
  • Cars should remain side by side

12
Driving with Constant Speed
  • Vehicles drive with same constant speed side by
    side
  • An identical screen situation should be presented
  • Occurs only if position consistency is maintained
    during the game

13
Collision Treatment
  • Collision of game objects is detected through a
    polygon-collision
  • Only a position difference of 0 of opposing
    vehicles will cause an identical, local
    evaluation of the polygon collision
  • If position consistency is not sufficient,
    contradictory situations can occur

14
Observed Results
  • Games provided very limited handling of delay
  • Both provided a synchronized start release
  • Start process was not handled correctly the
    local car was always in leadership
  • Both games failed tests 3,4
  • Neither game provided satisfying treatment of
    collisions

15
Experimental Evaluation of the Impact of Delay
  • Inconsistent state brings several problems and
    can be confusing to the players
  • One approach to enhance consistency is to delay
    the presentation of the actual game state
  • How much delay is acceptable for users in real
    time games?
  • Delay includes all communication, processing and
    buffering costs

16
Principle Setup
  • Performed steps

17
Implementation
  • Implemented in an RC-Car simulation
  • Driver does not use a cockpit view but a higher
    view allowing the user to view the whole area
  • Virtual RC Racing implements the static delay
    scheme
  • The feeling how the car reacts is influenced by
    the delay between steering and reaction

18
Experiments
  • Purpose was to determine acceptable presentation
    delay
  • 12 candidates performed experiments
  • For each of the following graphs, three players
    were selected who were representatives for the
    following categories Beginner, Average and
    Excellent driver
  • Static presentation delay was increased in 50ms
    steps up to 500ms

19
Experiments
  • Avg time per round in dependence on delay
  • It becomes more difficult to control the car,
    requiring the driver to slow down
  • Best time per round in dependence on delay
  • Reflects the best possible value for the driver,
    under the given conditions
  • Frequency of Leaving the Course

20
Results
21
Results
22
Results
23
Results
24
Results
25
View Dependance
  • Delay value that can be tolerated by the
    participant depends on the camera perspective
  • A cockpit view allows at least an additional 50ms
    of delay to be tolerated

26
Related Work
  • MiMaze distributed 3D Pacman game
  • Consistency of the is improved by delaying the
    presentation of the events using buckets
  • The whole game is 100ms in the past
  • Players with gt100ms delay cannot participate

27
Conclusions
  • Delay of 50ms is uncritical for a racing game
  • Delay of gt100ms should be avoided
  • Consider the racing game as a worst-case system
  • For other games (first person shooter,) a delay
    of 100ms may be acceptable
  • For comparison, lip synchronization requirements
    for audio and video streams are -80ms,80ms
  • Static delay schemes are not well suited for
    real-time multiplayer games
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