Smash Ultimate Online Lag Fix
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Game Developers Agree: Lag Kills Online Multiplayer, Especially When You’Re Trying to Make Products That Rely on Timing-Based CO Skill, Such As Fighting Games
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO9 SEPTEMBER 2012 INSIDE: SCALE YOUR SOCIAL GAMES postmortem BER 9 m 24 PIXELJUNK 4AM How do you invent a new musical instrument? PIXELJUNK 4AM turned PS3s everywhere into music-making machines and let players stream E 19 NU their performances worldwide. In this postmortem, lead designer Rowan m Parker walks us through the ups (Move controls, online streaming), the LU o downs (lack of early direction, game/instrument duality), and why you V need to have guts when you’re reinventing interactive music. By Rowan Parker features NTENTS.0912 7 FIGHT THE LAG! Nine out of ten game developers agree: Lag kills online multiplayer, especially when you’re trying to make products that rely on timing-based co skill, such as fighting games. Fighting game community organizer Tony Cannon explains how he built his GGPO netcode to “hide” network latency and make online multiplayer appetizing for even the most picky players. By Tony Cannon 15 SCALE YOUR ONLINE GAME Mobile and social games typically rely on a robust server-side backend—and when your game goes viral, a properly-architected backend is the difference between scaling gracefully and being DDOSed by your own players. Here’s how to avoid being a victim of your own success without blowing up your server bill. By Joel Poloney 20 LEVEL UP YOUR STUDIO Fix your studio’s weakest facet, and it will contribute more to your studio’s overall success than its strongest facet. Production consultant Keith Fuller explains why it’s so important to find and address your studio’s weaknesses in the results of his latest game production survey. -
Improving Input Prediction in Online Fighting Games
DEGREE PROJECT IN TECHNOLOGY, FIRST CYCLE, 15 CREDITS STOCKHOLM, SWEDEN 2021 Improving Input Prediction in Online Fighting Games Anton Ehlert KTH ROYAL INSTITUTE OF TECHNOLOGY ELECTRICAL ENGINEERING AND COMPUTER SCIENCE Authors Anton Ehlert <[email protected]> Electrical Engineering and Computer Science KTH Royal Institute of Technology Place for Project Stockholm, Sweden Examiner Fredrik Lundevall KTH Royal Institute of Technology Supervisor Fadil Galjic KTH Royal Institute of Technology Abstract Many online fighting games use rollback netcode in order to compensate for network delay. Rollback netcode allows players to experience the game as having reduced delay. A drawback of this is that players will sometimes see the game quickly ”jump” to a different state to adjust for the the remote player’s actions. Rollback netcode implementations require a method for predicting the remote player’s next button inputs. Current implementations use a naive repeatlast frame policy for such prediction. There is a possibility that alternative methods may lead to improved user experience. This project examines the problem of improving input prediction in fighting games. It details the development of a new prediction model based on recurrent neural networks. The model was trained and evaluated using a dataset of several thousand recorded player input sequences. The results show that the new model slightly outperforms the naive method in prediction accuracy, with the difference being greater for longer predictions. However, it has far higher requirements both in terms of memory and computation cost. It seems unlikely that the model would significantly improve on current rollback netcode implementations. However, there may be ways to improve predictions further, and the effects on user experience remains unknown. -
Counter Strike:Source)
Institut für Technische Informatik und Kommunikationsnetze Lorenz Breu Online-Games: Traffic Analysis of Popular Game Servers (Counter Strike:Source) Semester Thesis SA-2007-42 February 2007 to September 2007 Tutor: Dr. Martin May Supervisor: Prof. B. Plattner 2 Abstract As the amount of traffic generated by online games is increasing, models used to simulate network traffic and design or optimize network hardware and protocols as well as implementa- tions of QoS may have to be adapted to consider such traffic. This study examined the network characteristics of three Counter-Strike: Source gameservers running on a single PC in the ETH network yet publicly accessible across the internet, both in terms of technical issues such as packet size as well as in terms of player load and its effects on the traffic footprint. The results agree with previous studies based on other FPS games including Counter-Strike, the predeces- sor of the game used in this study. It shows that traffic generated by the client is different to that generated by the server, yet both show similar patterns of short packets sent in bursts. Player behaviour plays a major role in shaping game traffic as was to be expected. Several patterns for online game traffic detection are discussed, specifically the use of unique patterns of status request and status information exchanges. In addition some netflow data from the DDosVax project was analysed to confirm that the patterns seen in the trace data are also visible in the netflow data. Contents 1 Introduction 9 1.1 Motivation . 11 1.2 The Task . -
The ECI Exam Study Materials
Sold to [email protected] Study Guide Disclaimer The Esports Certification Institute (“ECI”) does not make any guarantee, warranty or representation that any examinee will pass any exam as a result of studying and reviewing the information presented in the Official ECI Exam Study Guide (the “Study Guide”) or in any other publications or study materials created, endorsed, or recommended by ECI. Further, no guarantee is given that all information tested on a particular exam appears in the Study Guide or that all information appearing in the Study Guide is up-to-date and free from unintentional errors or omissions. Your use of the Study Guide constitutes your review, approval and acceptance of this disclaimer provision. Nonetheless, ECI believes the Study Guide to be the best and most complete set of information available for examinees to study and, therefore, recommends it to all exam takers. If you believe that any of the information contained in the Study Guide is inaccurate or requires updating, please feel free to contact ECI at [email protected]. ECI values your feedback and will investigate all such assertions. 2 TO THE FUTURE ECI EXAM SUCCESS STORY First, thank you very much for purchasing the ECI Exam study materials. Congratulations, as well, for taking an important step toward preparing for the ECI exam. The Official ECI Exam Guide is the best tool available to you to prepare you for the ECI exam. By investing in an ECI Exam study guide, you are taking the first step towards employment in the esports industry. We created this guide with the goal of teaching you the exam materials in a way that is easy to use and understand. -
Elements of Infrastructure Demand in Multiplayer Video Games
Media and Communication (ISSN: 2183–2439) 2019, Volume 7, Issue 4, Pages 237–246 DOI: 10.17645/mac.v7i4.2337 Article Elements of Infrastructure Demand in Multiplayer Video Games Alexander Mirowski * and Brian P. Harper Department of Informatics, Indiana University, Bloomington, IN 47408, USA; E-Mails: [email protected] (A.M.), [email protected] (B.P.H.) * Corresponding author Submitted: 30 June 2019 | Accepted: 18 October 2019 | Published: 20 December 2019 Abstract With the advent of organized eSports, game streaming, and always-online video games, there exist new and more pro- nounced demands on players, developers, publishers, spectators, and other video game actors. By identifying and explor- ing elements of infrastructure in multiplayer games, this paper augments Bowman’s (2018) conceptualization of demands in video games by introducing a new category of ‘infrastructure demand’ of games. This article describes how the in- frastructure increasingly built around video games creates demands upon those interacting with these games, either as players, spectators, or facilitators of multiplayer video game play. We follow the method described by Susan Leigh Star (1999), who writes that infrastructure is as mundane as it is a critical part of society and as such is particularly deserving of academic study. When infrastructure works properly it fades from view, but in doing so loses none of its importance to human endeavor. This work therefore helps to make visible the invisible elements of infrastructure present in and around multiplayer video games and explicates the demands these elements create on people interacting with those games. Keywords eSports; infrastructure; infrastructure demand; multiplayer video games; video games Issue This article is part of the issue “Video Games as Demanding Technologies” edited by Nicholas David Bowman (Texas Tech University, USA). -
Multi-Team Strategic Game Development
Senior Project Multi-Team Strategic Game Development Author: Alvin Feng Advisor: Dr. Michael Haungs June 5, 2014 Introduction Video games have been captivating audiences since the Atari released Pong for arcades in 1972. Since then, video games have exploded into a variety of different genres, ranging from first person shooters to role playing games to real time strategy games. In recent years, there has been an increased emphasis and importance placed on multiplayer games where players can compete against other players across the internet, with some major video game releases even going so far as to be multiplayer only, such as Team Fortress or League of Legends . Most multiplayer games are focused on competition and conflict between two teams; there are very few games that even offer an option to have more than two teams. The Warcraft series and Starcraft series, both developed by Blizzard, are the most famous examples of real time strategy games with a focus on multiplayer action. Although both offer the option to play with multiple teams, this option is heavily disregarded by the multiplayer community, and the number of players is limited to only eight players. A strategic game with a focus on a large number of players separated into three distinct teams can provide interesting insight as to how players cooperate and interact in a multi team environment. This project is designed to explore the multiplayer experience of video games. Players will compete on teams to control units to compete against one another. Each game match will consist of three teams each having up to five players trying to take control of certain key points on the map to gain more points than the enemy teams. -
An Evaluation of Videogame Network Architecture Performance and Security
Computer Networks 192 (2021) 108128 Contents lists available at ScienceDirect Computer Networks journal homepage: www.elsevier.com/locate/comnet An evaluation of videogame network architecture performance and security Blake Bryant, Hossein Saiedian < Information and TelecommunicationTechnology Center (ITTC) and Department of Electrical Engineering and Computer Science, University of Kansas, Lawrence, KS, USA ARTICLEINFO ABSTRACT Keywords: The recent introduction of higher reward in videogame competitions is expected to motivate unethical players Network security to pursue opportunities to gain unfair advantages while playing networked videogames. Networked videogames Videogames implement a variety of approaches to attain a balance between reliable data transfer and game performance. Videogame networking Certain aspects of these network approaches may be exploited by players to gain unfair advantage or degrade Network performance the gaming experience for others. This paper lays the conceptual groundwork for networked videogames Videogame security by describing common network architectures that facilitate competitive videogame play. These networking concepts are then evaluated for susceptibility to potential exploits. Finally, three current gaming titles are selected as case studies, using the principles established within this paper, to evaluate the effects of client-side exploits, latency, and state synchronization, on competitive game play. 1. Introduction their design that exhibit aspects of security concerns also introduced in this -
Esports Corruption: Gambling, Doping, and Global Governance John T
Maryland Journal of International Law Volume 32 | Issue 1 Article 10 Esports Corruption: Gambling, Doping, and Global Governance John T. Holden Ryan M. Rodenberg Anastasios Kaburakis Follow this and additional works at: http://digitalcommons.law.umaryland.edu/mjil Recommended Citation John T. Holden, Ryan M. Rodenberg, & Anastasios Kaburakis, Esports Corruption: Gambling, Doping, and Global Governance, 32 Md. J. Int'l L. 236 (2017). Available at: http://digitalcommons.law.umaryland.edu/mjil/vol32/iss1/10 This Symposium: Articles and Essays is brought to you for free and open access by the Academic Journals at DigitalCommons@UM Carey Law. It has been accepted for inclusion in Maryland Journal of International Law by an authorized editor of DigitalCommons@UM Carey Law. For more information, please contact [email protected]. 10_FINAL_HOLDEN (DO NOT DELETE) 11/6/2017 2:22 PM Esports Corruption: Gambling, Doping, and Global Governance JOHN T. HOLDEN, RYAN M. RODENBERG & ANASTASIOS KABURAKIS1† ABSTRACT The world of esports is fast becoming a mainstream form of competition and entertainment. While there is debate over whether esports should be recognized as a sport, the emergence of competitive video gaming has seen a rise in many of the problems associated with traditional sport including: doping, gambling-related match-fixing and non-gambling related corruption. Indeed, the esports gambling market has quickly surpassed the total legal sports wagering market in the United States, including daily fantasy sports. This paper examines esports growth and the evolving integrity challenges being faced by players, tournament organizers, gamblers, sponsors, politicians, and fans. Esports, like traditional sports, faces both internal and external corruption-related threats. -
Lag Compensation in First-Person Shooter Games
Copyright Undertaking This thesis is protected by copyright, with all rights reserved. By reading and using the thesis, the reader understands and agrees to the following terms: 1. The reader will abide by the rules and legal ordinances governing copyright regarding the use of the thesis. 2. The reader will use the thesis for the purpose of research or private study only and not for distribution or further reproduction or any other purpose. 3. The reader agrees to indemnify and hold the University harmless from and against any loss, damage, cost, liability or expenses arising from copyright infringement or unauthorized usage. IMPORTANT If you have reasons to believe that any materials in this thesis are deemed not suitable to be distributed in this form, or a copyright owner having difficulty with the material being included in our database, please contact [email protected] providing details. The Library will look into your claim and consider taking remedial action upon receipt of the written requests. Pao Yue-kong Library, The Hong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong http://www.lib.polyu.edu.hk LAG COMPENSATION IN FIRST-PERSON SHOOTER GAMES LEE WAI KIU MPhil The Hong Kong Polytechnic University 2019 The Hong Kong Polytechnic University Department of Computing Lag Compensation in First-Person Shooter Games LEE Wai Kiu A thesis submitted in partial fulfillment of the requirements for the degree of Master of Philosophy April 2018 Abstract Multiplayer games are important constituents of video game sales every year. While all multiplayer games are affected by network latency, or lag, the extent of the effect varies across different genres. -
Networking Overview Text
CS354R DR SARAH ABRAHAM NETWORKING OVERVIEW TEXT NETWORKING FOR GAMES ▸ You need networking for multi- player gaming ▸ In persistent games, state remains regardless whether or not anyone is playing ▸ In transient games, state exists only while people are playing ▸ Client-server versus P2P models TEXT NETWORKING CONCERNS ▸ Four primary concerns in building networks for games: ▸ Latency: How long does it take for state to be transmitted ▸ Reliability: How often is data lost or corrupted ▸ Bandwidth: How much data can be transmitted in a given time ▸ Security: How is the game-play protected from tampering ▸ All of these considerations interact and require tradeoffs… TEXT LATENCY IN GAMES ▸ Latency is the time between when the user acts and when they see the result ▸ Arguably most important aspect of a game network ▸ Too much latency makes gameplay hard to understand (cannot associate cause to effect) ▸ Latency is not the same as bandwidth ▸ A freeway has higher bandwidth than a country road, but the speed limit, and hence the latency, can be the same ▸ Excess bandwidth can reduce the variance in latency, but cannot reduce the minimum latency (queuing theory) TEXT SOURCES OF LATENCY ▸ Frame rate latency ▸ Data goes out/in from the network layer once per frame ▸ User interaction only sampled once per frame ▸ Network protocol latency ▸ Time for OS to put/get data on physical network ▸ Transmission latency ▸ Time for data to be transmitted to the receiver ▸ Processing latency ▸ Time for the server (or client) to compute response ▸ You cannot -
Time Warp and Prediction Analysis in a Top-Down Shooter Game
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DigitalCommons@WPI Worcester Polytechnic Institute Digital WPI Major Qualifying Projects (All Years) Major Qualifying Projects 2020-03-06 Time Warp and Prediction Analysis in a Top-Down Shooter Game Alexander Peter Osler Worcester Polytechnic Institute Benjamin W. Hetherington Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/mqp-all Repository Citation Osler, A. P., & Hetherington, B. W. (2020). Time Warp and Prediction Analysis in a Top-Down Shooter Game. Retrieved from https://digitalcommons.wpi.edu/mqp-all/7272 This Unrestricted is brought to you for free and open access by the Major Qualifying Projects at Digital WPI. It has been accepted for inclusion in Major Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. Time Warp and Prediction Analysis in a Top-Down Shooter Game A Major Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science In Computer Science by Ben Hetherington Alex Osler Date: 6 March 2020 Professor Mark Claypool, Advisor Worcester Polytechnic Institute This report represents work of WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its website without editorial or peer review. For more information about the projects program at WPI, see http://www.wpi.edu/Academics/Projects. i Abstract: Online video games have grown in popularity, bringing latency as a challenge for game developers. -
Evaluating Streaming and Latency Compensation in a Cloud-Based Game
Evaluating Streaming and Latency Compensation in a Cloud-based Game Jiawei Sun, Mark Claypool Worcester Polytechnic Institute Worcester, MA, 01609 USA {jsun|claypool}@wpi.edu Abstract—The growth in cloud computing and network con- cannot immediately act on player input but must instead send nectivity brings the opportunity for cloud-based game systems the input to the server, have it processed, the result rendered where players interact through a lightweight client that only and sent back to the client for display [2]. displays rendered frames and captures input, while the heavy- weight game processing happens on the cloud server. Compared to traditional games, cloud-based games present challenges in Approaches to reduce bitrates can leverage innovations in handling network latency and bitrate requirements. This work image and video compression. However, the graphics-based uses Drizzle, a custom cloud-based game system, to evaluate: 1) nature of games present an opportunity for additional bitrate time warp to compensate for latency, and 2) graphics streaming to savings with only modest increases in client complexity by reduce network bitrates. A user study shows time warp mitigates not necessarily streaming rendered game images but instead the effects of latency on player performance, and laboratory experiments show graphics streaming provides bitrate reduction sending drawing information so the client can do the render- compared to the video streaming typically used by commercial ing [3]. cloud-based game systems. Approaches to compensate for latency [4] have been widely I. INTRODUCTION used in commercial games. However, there has been limited scientific evaluation of their overall effectiveness and no Although still an emerging commercial market, cloud-based specific evaluations covering the breadth of games and network games are growing rapidly with the increase in the number conditions.