|
Compensating for Latency in Cloud-based Game Streaming using Attribute Scaling |
Xiaokun Xu, Michael Bosik, Adam Desveaux, Alejandra Garza, Alex Hunt, Cameron Person, James Plante, Joseph Swetz, Nina Taurich, Brian Clark, Doris Hung, Philip Lamoureux, and Mark Claypool
Abstract
Cloud-based game streaming has the disadvantage of added latency from the thin client to the cloud-based server and back, decreasing player performance and degrading their experience. Attribute scaling can make the game easier, potentially exactly counteracting the difficulty added by the latency. We incorporate attribute scaling models into two different games, deploy them on a commercial cloud-based game streaming system and evaluate their efficacy by measuring impact on player performance and Quality of Experience (QoE). Analysis through a user study shows that our compensation methods improve player performance and may improve QoE compared to no latency compensation.Materials
See also:
Shengmei Liu, Xiaokun Xu and Mark Claypool. A Survey and Taxonomy of Latency Compensation Techniques for Network Computer Games, ACM Computing Surveys, Article 243, Volume 54, Issue 11S,https://doi.org/10.1145/3519023, January 2022. Online at: http://www.cs.wpi.edu/~claypool/papers/lag-taxonomy/
Edward Carlson, Tian Fan, Zijian Guan, Xiaokun Xu and Mark Claypool. Towards Usable Attribute Scaling for Latency Compensation in Cloud-based Games, In Proceedings of the Game Systems Workshop (GameSys), Istanbul, Turkey, September 28 - October 1, 2021. Online at: http://www.cs.wpi.edu/~claypool/papers/scale-gamesys-21/
Robert Salay and Mark Claypool. A Comparison of Automatic versus Manual World Alteration for Network Game Latency Compensation, In Proceedings of the ACM Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), (Work In Progress), Virtual Conference, November 2-4, 2020. Online at: http://www.cs.wpi.edu/~claypool/papers/world-alter/