![]() Bernier, "Latency Compensation Methods in Client/Server In-game Protocol Design and Optimization," in Proc. Wolf, "On the Impact of Delay on Real-Time Multiplayer Games," in Proc. ![]() Wolf, "On The Suitability of Dead Reckoning Schemes for Games," in Proc. Simpson, "A Stream Based Time Synchronization Technique for Networked Computer Games," URL. Cheriton, "Exploiting Position History for Efficient Remote Rendering in Networked Virtual Reality," Presence: Teleoperators and Virtual Environments, vol. of the ACM Conference on Computer Supported Cooperative Work (CSCW'00), 2000, pp. Mauve, "Consistency in Replicated Continuous Interactive Media," in Proc. Diot, "Design and Evaluation of MiMaze, a Multiplayer Game on the Internet," in Proc. The experiments show significant quantitative improvement in accuracy even for 100ms delay between the sender-receiver pairs and appreciable qualitative improvement in game playing experience. We conducted several types of experiments varying the frequency of generation of dead reckoning vectors and the delay between the sender and the receivers. We modified the popular game BZFlag with this technique, and compared the accuracy seen in game playing using the traditional method and the proposed technique. We propose the use of globally synchronized clocks among the participating players and a time-stamp augmented dead reckoning vector that enables the receiver to render the entity accurately. This inaccuracy can be substantial even with low network delay between the sender-receiver pairs and increases with network delay. In this paper we show that this traditional method of usage of dead reckoning vector brings in inaccuracy in the receivers' rendering of the entity. When a participating player receives a vector, traditionally it puts the entity at the current position specified by the vector and starts projecting the path of the entity from that point using the local clock of the receiver. The dead reckoning vector contains the current position of the entity and the velocity components. Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player.
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