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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 Manipulation

Time Manipulation alters the virtual time (i.e., the time in the game world) for computing the game state and/or resolving player actions.

Peer-reviewed Papers

  1. David Jefferson, 1985. Virtual Time

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

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

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

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

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

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

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

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

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

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

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

  13. 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

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

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

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

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

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

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

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

  21. 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

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

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

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

  25. 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

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

  27. Steven Lee and Rocky Chang, 2017. On Shot Around a Corner in First-Person Shooter Games

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

  29. Steven Lee and Rocky Chang, 2018. Enhancing the Experience of Multiplayer Shooter Games via Advanced Lag Compensation

  30. Jiawei Sun and Mark Claypool, 2019. Evaluating Streaming and Latency Compensation in a Cloud-based Game

Commercial

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

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

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

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

  5. Valve Developer Community, 2017. Source Multiplayer Networking

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

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

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

  9. David Straily and Dave Heironymus, 2020. Netcode and 128-Servers // Dev Diaries - Valorant

  10. Brent Randall, 2020. Valorant's 128-Tick Servers

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

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

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

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

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

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

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

  18. 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.