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A Taxonomy of Peer-Reviewed Latency Compensation Papers

Latency Compensation Taxonomy

SpeculativeExecutionLatency CompensationWorldAdjustmentControlAssistanceTimeWarp Latency ConcealmentPredictionSelf-PredictionOtherPredictionInterpolationExtrapolationTimeDelayIncomingDelayFeedbackLatencyExposureTimeManipulationAttributeScalingClientEitherServerOutgoingDelay

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Other Prediction

Other-Prediction predicts game state for objects controlled by other players without having the actual state information from the server.

Peer-reviewed Papers

  1. W. Dean McCarty, Steven Sheasby, Philip Amburn, Martin Stytz and Chip Switzer, 1994. A Virtual Cockpit for a Distributed Interactive Simulation

  2. Paul Sharkey, Matthew Ryan and David Roberts, 1998. A Local Perception Filter for Distributed Virtual Environments

  3. Wentong Cai, Francis Lee and Lihui Chen, 1999. An Auto-adaptive Dead Reckoning Algorithm for Distributed Interactive Simulation

  4. Christophe Diot and Laurent Gautier, 1999. A Distributed Architecture for Multiplayer Interactive Applications on the Internet

  5. Ivan Vaghi, Chris Greenhalgh and Steve Benford, 1999. Coping with Inconsistency Due to Network Delays in Collaborative Virtual Environments

  6. Martin Mauve, 2000. How to Keep a Dead Man from Shooting

  7. Martin Mauve, 2000. Consistency in Replicated Continuous Interactive Media

  8. Seok-Jong Yu and Yoon-Chul Choy, 2001. A Dynamic Message Filtering Technique for 3D Cyberspaces

  9. Jorg Schirra, 2001. Content-based Reckoning for Internet Games

  10. Jouni Smed, Timo Kaukoranta and Harri Hakonen, 2002. Aspects of Networking in Multiplayer Computer Games

  11. Lothar Pantel and Lars Wolf, 2002. On the Suitability of Dead Reckoning Schemes for Games

  12. Eric Cronin, Burton Filstrup and Sugih Jamin, 2003. Cheat-Proofing Dead Reckoned Multiplayer Games

  13. Thomas Duncan and Denis Gracanin, 2003. Pre-reckoning Algorithm for Distributed Virtual Environments

  14. Carl Gutwin, Jeff Dyck and Jennifer Burkitt, 2003. Using Cursor Prediction to Smooth Telepointer Jitter

  15. Sudhir Aggarwal, Hemant Banavar Amit Khandelwal, Sarit Mukherjee, Sampath Rangarajan, 2004. Accuracy in Dead Reckoning Based Distributed Multi-Player Games

  16. Greger Wikstrand, Lennart Schedin and Fredrik Elg, 2004. High and Low Ping and the Game of Pong- Effects of Delay and Feedback

  17. Jouni Smed, Henrik Niinisalo and Harri Hakonen, 2004. Realizing Bullet Time Effect Multiplayer Games with Local Perception Filter

  18. Mao-Jun Zhang and Nicolas Georganas, 2004. An Orientation Update Message Filtering Algorithm in Collaborative Virtual Environments

  19. Sudhir Aggarwal, Hemant Banavar, Sarit Mukherjee, Sampath Rangarajan, 2005. Fairness in Dead-reckoning Based Distributed Multi-player Games

  20. Gabriel Shelley and Michael Katchabaw, 2005. Patterns of Optimism for Reducing the Effects of Latency in Networked Multiplayer Games

  21. Jeremy Brun, Farzad Safaei, Paul Boustead, 2006. Managing Latency and Fairness in Networked Games

  22. Xinbo Jiang, Farzad Safaei and Paul Boustead, 2006. Latency and Scalability: A Survey of Issues and Techniques for Supporting Networked Games

  23. Yi Zhang, Ling Chen and Gencai Chen, 2006. Globally Synchronized Dead-Reckoning with Local Lag for Continuous Distributed Multiplayer Games

  24. Shaolong Li and Changja Chen, 2006. Interest Scheme: A New Method for Path Prediction

  25. Wladimir Palant, Carsten Griwodz, and Paal Halvorsen, 2006. Evaluating Dead Reckoning Variations with a Multi-player Game Simulator

  26. Dai Hanawa and Tatsuhiro Yonekura, 2006. A Proposal of Dead Reckoning Protocol in Distributed Virtual Environment based on the Taylor Expansion

  27. Shaolong Li, Changja Chen and Lei Li , 2007. A Method of Using Personal Habits for Path Prediction in Network Games

  28. Shaolong Li, Changja Chen and Lei Li, 2008. A New Method for Path Prediction in Network Games

  29. Dave Roberts, Damien Marshall, Seamus McLoone, Declan Delaney, Tomas Ward and Rob Aspin, 2008. Bounding Inconsistency Using a Novel Threshold Metric for Dead Reckoning Update Packet Generation

  30. Naoki Ishii, Yutaka Ishibashi and Shinji Sugawara, 2009. Enhancement of Adaptive Delta-Causality Control with Adaptive Dead-reckoning for Multiplayer Online Games

  31. Cheryl Savery, T.C. Nicholas Graham and Carl Gutwin, 2010. The Human Factors of Consistency Maintenance in Multiplayer Computer Games

  32. Yusuke Hara, Yutaka Ishibashi, Norishige Fukushima, and Shinji Sugawara, 2012. Adaptive Delta-Causality Control Scheme with Dynamic Control of Prediction Time in Networked Haptic Game

  33. Vasily Kharitonov, 2012. Motion-Aware Adaptive Dead Reckoning Algorithm for Collaborative Virtual Environments

  34. Yuji Kusunose, Yutaka Ishibashi, Norishige Fukushima, and Shinji Sugawara, 2012. Adaptive Delta-Causality Control with Prediction in Networked Real-Time Game Using Haptic Media

  35. Cheryl Savery, T.C. Nicholas Graham, 2013. Timelines: Simplifying the Programming of Lag Compensation for the Next Generation of Networked Games

  36. Amir Yahyavi, Kevin Huguenin and Bettina Kemme, 2013. Interest Modeling in Games: the Case of Dead Reckoning

  37. Cheryl Savery, T.C. Nicholas Graham, 2014. Reducing the Negative Effects of Inconsistencies in Networked Games

  38. Cheryl Savery, T.C. Nicholas Graham, Carl Gutwin and Michelle Brown, 2014. The Effects of Consistency Maintenance Methods on Player Experience and Performance in Networked Games

  39. Wai-Kiu Lee and Rocky Chang, 2015. Evaluation of Lag-Related Configurations in First-Person Shooter Games

  40. Iryanto Jaya, Elvis S. Liu and Youfu Chen, 2016. Combining Interest Management and Dead Reckoning: A Hybrid Approach for Efficient Data Distribution in Multiplayer Online Games

  41. Chen Gao, Haifeng Shen and Ali Babar, 2016. Concealing Jitter in Multi-Player Online Games through Predictive Behaviour Modeling

  42. Luis Fernando Kawabata de Almeida and Alan Salvany Felinto, 2018. Evaluation of the Motion-Aware Adaptive Dead Reckoning Technique Under Different Network Latencies Applied in Multiplayer Games

  43. Youfu Chen and Elvis S. Liu, 2018. Comparing Dead Reckoning Algorithms for Distributed Car Simulations

  44. Elias Duarte, Aurora Pozo and Pamela Beltrani, 2020. Smart Reckoning: Reducing the Traffic of Online Multiplayer Games using Machine Learning for Movement Prediction

  45. Takato Motoo, Jiei Kawasaki, Takuya Fujihashi, Shunsuke Saruwatari and Takashi Watanabe, 2021. Client-Side Network Delay Compensation for Online Shooting Games

Commercial

  1. Yahn Bernier, 2001. Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization

  2. Glenn Fiedler, 2015. Physics for Game Programmers : Networking for Physics Programmers

  3. Benjamin Goyette, 2016. Fighting Latency on Call of Duty: Black Ops III

  4. Tim Ford and Philip Orwig, 2016. Developer Update - Let's Talk Netcode

  5. Matt Delbosc, 2017. Replicating Chaos: Vehicle Replication in Watch Dogs 2

  6. Peter Andreasen, 2018. Deep Dive into Networking for Unity's FPS Sample Game

  7. Paul Bettner and Mark Terrano, 2001. 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond

  8. Yahn Bernier, 2001. Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization

  9. David Aldbridge, 2011. I Shot You First: Networking the Gameplay of Halo:Reach

  10. Tony Cannon, 2012. Fight the Lag! The Trick Behind GGPO's Low-latency Netcode

  11. Tim Ford and Philip Orwig, 2016. Developer Update - Let's Talk Netcode

  12. Neema Teymory, 2016. Why Making Multiplayer Games is Hard: Lag Compensating Weapons in MechWarrior Online

  13. Matt Delbosc, 2017. Replicating Chaos: Vehicle Replication in Watch Dogs 2

  14. Rocket Science-Halfway Dead, 2018. RL Netcode and Lag explained - Rocket Science #16

  15. Jared (Psyonix) Cone, 2018. It IS Rocket Science! The Physics of Rocket League Detailed

  16. Paul Haile and Mitch Sanborn, 2019. Call of Duty: Modern Warfare Netcode Explained!

  17. Timothy Ford, 2019. Overwatch Gameplay Architecture and Netcode


Reference

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, DOI https://doi.org/10.1145/3519023, September 9, 2022. Online at: http://www.cs.wpi.edu/~claypool/papers/lag-taxonomy/


Copyright 2022 Mark Claypool (claypool@cs.wpi.edu) and WPI. All rights reserved.