Enhancing the experience of multiplayer shooter games via advanced lag compensation

Steven W. K. Lee, R. Chang
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引用次数: 13

Abstract

In multiplayer shooter games, lag compensation is used to mitigate the effects of network latency, or lag. Traditional lag compensation (TLC), however, introduces an inconsistency known as "shot behind covers" (SBC), especially to less lagged players. A few recent games ameliorate this problem by compensating only players with lag below a certain limit. This forces sufficiently lagged players to aim ahead of their targets, which is difficult and unrealistic. In this paper, we present a novel advanced lag compensation (ALC) algorithm. Based on TLC, this new algorithm retains the benefits of lag compensation but without compromising less lagged players or compensating only certain players. To evaluate ALC, we have invited players to play an FPS game we build from scratch and answer questions after each match. Comparing with TLC, ALC reduces the number of SBC by 94.1%, and a significant drop in the number of SBC reported by players during matches (p < .05) and the perceived SBC frequency collected at the end of each match (p < .05). ALC and TLC also share a similar hit registration accuracy (p = .158 and p = .18) and responsiveness (p = .317).
通过先进的延迟补偿增强多人射击游戏的体验
在多人射击游戏中,延迟补偿用于减轻网络延迟或延迟的影响。然而,传统的滞后补偿(TLC)会引入一种被称为“躲在掩体后面击球”(SBC)的不一致性,尤其是对那些落后较少的玩家。最近的一些游戏通过只补偿低于特定限制的玩家而改善了这个问题。这就迫使落后的玩家瞄准前方的目标,这既困难又不现实。本文提出了一种新的先进滞后补偿算法。基于TLC,新算法保留了延迟补偿的优点,但不影响较少滞后的玩家或只补偿某些玩家。为了评估ALC,我们邀请玩家玩一款我们从头开始制作的FPS游戏,并在每场比赛后回答问题。与TLC相比,ALC使SBC数量减少了94.1%,并且球员在比赛中报告的SBC数量(p < 0.05)和每场比赛结束时收集的感知SBC频率显著下降(p < 0.05)。ALC和TLC也有相似的命中登记准确性(p = .158和p = .18)和响应性(p = .317)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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