• 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