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A Taxonomy of Peer-Reviewed Latency Compensation Papers

Latency Compensation Taxonomy

SpeculativeExecutionLatency CompensationWorldAdjustmentControlAssistanceTimeWarp Latency ConcealmentPredictionSelf-PredictionOtherPredictionInterpolationExtrapolationTimeDelayIncomingDelayFeedbackLatencyExposureTimeManipulationAttributeScalingClientEitherServerOutgoingDelay

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Prediction

Prediction estimates the game state at a client without having the official game state from the server. Prediction takes advantage of the fact that the game client has information on the game world (e.g., object locations, world terrain) and processing capabilities (e.g., ability to compute physics and render the game world), providing the player with world representations before they are confirmed by the server. The drawback with predictive techniques is that they can be wrong in that they may not accurately represent the game world as ultimately determined by the authoritative server. In such cases, there is inconsistency between the client game state and the server game state so that when the client game state is inevitably corrected to align with the server game state, the fix is noticeable and may even be jarring to the player.

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. Jiann-RongWu and MingOuhyoung, 2000. On Latency Compensation and its Effects on Head-motion Trajectories in Virtual Environments

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

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

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

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

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

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

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

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

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

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

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

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

  21. Ryan Hanna and Michael Katchabaw, 2005. Bringing New HOPE to Networked Games: Using Optimistic Execution to Improve Quality of Service

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

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

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

  25. Shayne Burgess and Michael Katchabaw, 2006. Design and Implementation of Optimistic Constructs for Latency Masking in Online Video Games

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

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

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

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

  30. Ling Chen, Gen-Cai Chen, Hong Chen, Jack March, Steve Benford and Zhi-Geng Pan, 2007. An HCI Method to Improve the Human Performance Reduced by Local-lag Mechanism

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

  32. Alexey Tumanov, Robert Allison and Wolfgang Stuerzlinger, 2007. Variability-Aware Latency Amelioration in Distributed Environments

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

  34. 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

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

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

  37. 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

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

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

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

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

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

  43. 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

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

  45. 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

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

  47. Rosane Ushirobira, Denis Efimov, Gery Casiez, Nicolas Roussel and Wilfrid Perruquetti, 2016. A Forecasting Algorithm for Latency Compensation in Indirect Human-Computer Interactions

  48. Huy Viet Le, Valentin Schwind, Philipp Gottlich and Niels Henze, 2017. PredicTouch: A System to Reduce Touchscreen Latency using Neural Networks and Inertial Measurement Units

  49. 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

  50. Axel Antoine, Sylvain Malacria and Gery Casiez, 2018. Using High Frequency Accelerometer and Mouse to Compensate for End-to-end Latency in Indirect Interaction

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

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

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

Commercial

  1. John Carmack, 1996. Here is The New Plan

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

  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. Valve Developer Community, 2017. Source Multiplayer Networking

  6. Matt deWet and David Straily, 2020. Peeking into Valorant's Netcode

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  23. 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.