DocumentCode
3731361
Title
Evaluation of lag-related configurations in first-person shooter games
Author
Wai-Kiu Lee;Rocky K. C. Chang
Author_Institution
Department of Computing, The Hong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong
fYear
2015
Firstpage
1
Lastpage
3
Abstract
In multiplayer video games, lag refers to the delay between a player´s inputs and the corresponding outputs. A number of lag compensation techniques are often employed together to mitigate the impacts of lag in various ways. These methods, however, sometimes introduce new issues. This paper investigates the impacts of two sources of lag: tick rate and vertical synchronization (V-Sync) and the effectiveness of two common lag compensation methods: lag compensation and interpolation by measuring the player´s shooting accuracy in a recent first-person shooter (FPS) game, Counter-Strike: Global Offensive (CS:GO). Our study shows that the lag compensation method and a higher tick rate can increase player performance significantly. However, the study is inconclusive for the interpolation method. The study also shows that V-Sync does not impact player´s performance.
Keywords
"Interpolation","Games","Synchronization","Servers","Graphics processing units","Monitoring","Weapons"
Publisher
ieee
Conference_Titel
Network and Systems Support for Games (NetGames), 2015 International Workshop on
Electronic_ISBN
2156-8146
Type
conf
DOI
10.1109/NetGames.2015.7382997
Filename
7382997
Link To Document