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A Taxonomy of Peer-Reviewed Latency Compensation Papers

Latency Compensation Taxonomy

SpeculativeExecutionLatency CompensationWorldAdjustmentControlAssistanceTimeWarp Latency ConcealmentPredictionSelf-PredictionOtherPredictionInterpolationExtrapolationTimeDelayIncomingDelayFeedbackLatencyExposureTimeManipulationAttributeScalingClientEitherServerOutgoingDelay

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Time Delay

Time Delay buffers game state updates in order to provide for more uniform latency across clients. For example, delaying updates by the maximum delay experienced by a client provides an equal latency for all players. Equal latencies across players can make the game more fair and game states more consistent.

Peer-reviewed Papers

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

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

  3. Yow-Jian Lin, Katherine Guo and Sanjoy Paul, 2002. Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games

  4. Martin Mauve, Jurgen Vogel, Volker Hilt and Wolfgang Effelsberg, 2004. Local-Lag and Timewarp: Providing Consistency for Replicated Continuous Applications

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

  6. Sebastian Zander, Ian Leeder and Grenville Armitage, 2005. Achieving Fairness in Multiplayer Network Games through Automated Latency Balancing

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

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

  9. Dingliang Liang and Paul Boustead, 2006. Using Local Lag and Timewarp to Improve Performance for Real Life Multi-Player Online Games

  10. 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

  11. Anh Le and Yanni Ellen Liu, 2007. Fairness in Multi-Player Online Games on Deadline-Based Networks

  12. Dane Stuckel and Carl Gutwin, 2008. The Effects of Local Lag on Tightly-Coupled Interaction in Distributed Groupware

  13. Doowon Paik, Chung-Ha Yun and Jooyeon Hwang, 2008. Effective Message Synchronization Methods for Multiplayer Online Games with Maps

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

  15. Sili Zhao, DuLi, Hansu Gu, BinShao and NingGu, 2009. An Approach to Sharing Legacy TV/Arcade Games for Real-Time Collaboration

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

  17. Arnaud Kaiser, Nadjib Achir and Khaled Boussetta, 2010. Improving Energy Efficiency and Gameplay Fairness for Time-sensitive Multiplayer Games in MANET

  18. 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

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

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

  21. Jingxi Xu and Benjamin Wah, 2013. Concealing Network Delays in Delay-Sensitive Online Interactive Games Based on Just-Noticeable Differences

  22. 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

  23. Zhi Li, Hugh Melvin, Rasa Bruzgiene, Peter Pocta, Lea Skorin-Kapov, Andrej Zgank, 2018. Lag Compensation for First-Person Shooter Games in Cloud Gaming

Commercial

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

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

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

  4. Michael Stallone, 2018. 8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'

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

  6. Ricky Pusch, 2019. Explaining How Fighting Games Use Delay-Based and Rollback Netcode

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

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