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Lag compensation for first-person shooter games in cloud gaming

  • Zhi Li
  • , Hugh Melvin
  • , Rasa Bruzgiene
  • , Peter Pocta
  • , Lea Skorin-Kapov
  • , Andrej Zgank
  • University of Galway
  • Kaunas University of Technology
  • University of Zilina
  • University of Zagreb
  • University of Maribor

Research output: Chapter in Book or Conference Publication/ProceedingChapterpeer-review

6 Citations (Scopus)

Abstract

Cloud gaming is an emerging technology that combines cloud computing with computer games. Compared to traditional gaming, its core advantages include ease of development/deployment for developers, and lower technology costs for users given the potential to play on thin client devices. In this chapter, we firstly describe the approach, and then focus on the impact of latency, known as lag, on Quality of Experience, for so-called First Person Shooter games. We outline our approach to lag compensation whereby we equalize within reason the up and downlink delays in real-time for all players. We describe the testbed in detail, the open source Gaming Anywhere platform, the use of NTP to synchronise time, the network emulator and the role of the centralized log server. We then present results that firstly validate the mechanism and also use small scale and preliminary subjective tests to assess and prove its performance. We conclude the chapter by outlining ongoing and future work.

Original languageEnglish
Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
PublisherSpringer-Verlag
Pages104-127
Number of pages24
DOIs
Publication statusPublished - 2018

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume10768 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Keywords

  • Cloud gaming
  • Lag compensation
  • Network delay
  • Quality of experience

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