探究《守望先锋》的传播行为:延迟的根源

Florian Metzger, Roman Heger
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引用次数: 4

摘要

本文探讨了一款特定的在线多人游戏《守望先锋》中的延迟贡献因素的完整链条:从创建输入事件,通过网络,再返回到在本地屏幕上显示结果。它们共同导致了可怕的端到端延迟,这直接影响了人们在玩电子游戏时体验到的主观质量。在调查中,这篇论文揭示了游戏网络行为的惊人影响,这些影响在口头讨论时被忽略了,例如60hz的更新速率,但必须考虑到。这些见解是通过检查在现实的、资源有限的PC上进行的《守望先锋》比赛的网络轨迹而获得的,然后可以用于完善端到端的延迟模拟模型,并更好地理解所有负责的延迟组件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring the Transmission Behaviour of Overwatch: The Source of Lag
This paper explores the full chain of lag contribution factors in a specific online multiplayer game, namely Overwatch: From the creation of input events, over the network, and back to displaying the results on the local screen. Together they result in the dreaded end-to-end lag, which has a direct impact on the subjective quality one experiences when playing video games. In its investigation, this paper reveals surprising effects in the game's networking behavior that are omitted when colloquially talking about, e.g. a 60 Hz update rate, but must be considered nonetheless. These insights, gained from examining network traces of Overwatch matches that were played on a realistic, resource constrained PC, can then be used to refine end-to-end lag simulation models and reach a better understanding of all responsible lag components.
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