the effects of loss and latency on user performance in unreal tournament 2003 tom beigbeder, rory...
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The Effects of Loss and Latency on User Performance in Unreal Tournament 2003
Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett,
Emmanuel Agu, Mark Claypool
Computer Science DepartmentWorcester Polytechnic Institute
Worcester, MA, USA
http://www.cs.wpi.edu/~claypool/papers/ut2003/
Aug 2004NetGames'04, Portland, OG, USA2
Why Study Network Games and First Person Shooters?
•In 2003, despite economic downturn, games only industry to grow [ESA - 2004]
•43% of frequent game players play online [“Essential Facts”, ESA, 2004]
•First-Person Shooters a top selling genre– 11.5% [“Essential Facts”, ESA, 2003]
Aug 2004NetGames'04, Portland, OG, USA3
The Network and Network Games
• Can be a demanding application in terms of network requirements– Capacity? (Not usually)– Latency? (Sometimes … but when?)– Loss? (Unknown)
• But what about loss?– Retransmission adds to latency
• Knowing QoS constraints useful for– Building better network games– Building better networks to support games (QoS)
Aug 2004NetGames'04, Portland, OG, USA5
Methodology
•Characterize FPS user interaction components
•Design maps that exercise each type of interaction
•Construct test environment for measuring the effects of latency and loss
•Conduct user studies
•Analyze the results (see Section 4).
Aug 2004NetGames'04, Portland, OG, USA6
FPS User Interaction Components
•Movement– Simple (Moving in a straight line)– Complex (Running, jumping, turning…)
•Shooting
• Movement and Shooting
Aug 2004NetGames'04, Portland, OG, USA7
Controlling Loss and Latency
•UT2003 Client-Server
•NIST Net router controls network characteristics to each client– Control loss [0%,6%]– Control and latency [0 ms, 400 ms]
Aug 2004NetGames'04, Portland, OG, USA8
Outline
•Introduction
•Experiments
•Analysis– Application Level – Network Level– User Level
•Conclusions
Aug 2004NetGames'04, Portland, OG, USA9
Complex Movement
•Movement not affected by loss or latency•Short-circuit relay
Aug 2004NetGames'04, Portland, OG, USA10
Precision Shooting
•Precision shooting not affected by loss•Precision shooting is affected by latency
•75 ms may make a difference!
Aug 2004NetGames'04, Portland, OG, USA11
Restricted Deathmatch
•Movement and shooting not affected by loss•Movement and shooting affected by latency
•Less clearly so than shooting alone
Aug 2004NetGames'04, Portland, OG, USA12
Full Deathmatch
•Movement and shooting not affected by loss•Movement and shooting barely affected by latency
Aug 2004NetGames'04, Portland, OG, USA13
Outline
•Introduction
•Experiments
•Analysis– Application Level – Network Level – User Level
•Conclusions
Aug 2004NetGames'04, Portland, OG, USA14
Network Turbulence
•No visible effects of loss or latency•Holds for packet sizes, intra packet times
Aug 2004NetGames'04, Portland, OG, USA15
Outline
•Introduction
•Experiments
•Analysis– Application Level – Network Level – User Level
•Conclusions
Aug 2004NetGames'04, Portland, OG, USA16
User-Level Analysis
•75 ms latency, users noticed sluggishness– True even for unrestricted tests
•100 ms was noticeable, less enjoyable– Could be frustrating for precise shooting
•0-3% loss rarely even noticed
•3%+ loss sometimes noticed, but only because gun effects not always displayed
Aug 2004NetGames'04, Portland, OG, USA17
Conclusion
•FPS games not affected by typical Internet loss– Keep loss under 3%– May not bode well for TCP fairness at
higher bitrates
•Can be affected by latency– Keep latencies under 150 ms
•At the network level:– Small packets with low bitrate– Turbulence consistent over all network
conditions
Aug 2004NetGames'04, Portland, OG, USA18
Future Work
•Effects of variance in latency (jitter)
•User adaptation strategy
•Other?