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Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game
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Source Network and System Support for Games archive
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games table of contents
Portland, Oregon, USA
SESSION: User experience table of contents
Pages: 152 - 156  
Year of Publication: 2004
ISBN:1-58113-942-X
Authors
Peter Quax  Limburgs Universitair Centrum, Diepenbeek, Belgium
Patrick Monsieurs  Limburgs Universitair Centrum, Diepenbeek, Belgium
Wim Lamotte  Limburgs Universitair Centrum, Diepenbeek, Belgium
Danny De Vleeschauwer  Alcatel Bell NV, Antwerpen, Belgium
Natalie Degrande  Alcatel Bell NV, Antwerpen, Belgium
Sponsors
ACM: Association for Computing Machinery
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 7,   Downloads (12 Months): 85,   Citation Count: 13
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ABSTRACT

There have been several studies in the past years that investigate the impact of network delay on multi-user applications. Primary examples of these applications are real-time multiplayer games. These studies have shown that high network delays and jitter may indeed influence the player's perception of the quality of the game. However, the proposed test values, which are often high, are not always representative for a large percentile of on-line game players. We have therefore investigated the influence of delay and jitter with numbers that are more representative for typical access networks. This in effect allows us to simulate a setup with multiplayer game servers that are located at ISP level and players connected through that ISP's access network. To obtain further true-to-life results, we opted to carry out the test using a recent first person shooter (FPS) game, Unreal Tournament 2003. It can, after all, be expected that this new generation of games has built-in features to diminish the effect of small delay values, given the popularity of playing these games over the Internet. In this paper, we have investigated both subjective perceived quality and objective measurements and will show that both are indeed influenced by even these small delay and jitter values.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
G. Armitage. Sensitivity of quake3 players to network latency. In ACM SIGCOMM Internet Measurement Workshop 2001, Berkeley, CA, USA, Nov. 2001.
 
2
G. Armitage. An experimental estimation of latency sensitivity in multiplayer quake 3. In 11th IEEE Int. Conf. on Networks (ICON 2003), Sydney, Australia, 2003.
 
3
Y. W. Bernier. Latency compensation methods in client/server in-game protocol design and optimization. In Proc. of Game Developers Conference'01, 2001.
 
4
M. Borella. Source models of network game traffic. In Computer Communications, vol. 23, no. 4, pages 403--410, 2000.
 
5
Epic Games, Atari. Unreal Tournament 2003.
 
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National Institute of Standards and Technology. NISTNet. World Wide Web, http://snad.ncsl.nist.gov/itg/nistnet.
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CITED BY  13

Collaborative Colleagues:
Peter Quax: colleagues
Patrick Monsieurs: colleagues
Wim Lamotte: colleagues
Danny De Vleeschauwer: colleagues
Natalie Degrande: colleagues