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The Effects of Latency on

Online Madden NFL Football



James Nichols and Mark Claypool



Computer Science Department

Worcester Polytechnic Institute

Massachusetts, USA





NOSSDAV 2004 - Kinsale, County Cork, Ireland



1

Motivation

• Why study network games?

• In 2003, despite economic downturn,

games only industry to grow [ESA - 2004]

• 400,000 of the 1.3 million PS2 owners

that bought SOCOM play online

regularly [EGM - 10/03]

• Demanding application in terms of

network requirements





NOSSDAV 2004 2

Motivation

• Why study sports games?

• No one has yet…

• Are there different user or network level

requirements for sports games?

• Top selling genres in 2002 [“Essential Facts About the

Computer and Video game Industry”, The Entertainment Software Association, 2003]

• Computer Games

• Strategy - 27.4%

• First-Person Shooter - 11.5%

• Sports - 6.3%

• Console Games

• Strategy - not reported! (small)

• First-Person Shooter - 5.5%

• Sports - 19.5%





NOSSDAV 2004 3

Latency and Network Games



• Effects of latency on interactive

network applications well studied

• Web-browsing: seconds

• Audio conference: 100’s of milliseconds

• Games are highly interactive!

• First-person shooters: 100’s of ms

• Real-time strategy games

• What about sports?

• EA Sport’s Madden NFL Football Series



NOSSDAV 2004 4

Test environment









NOSSDAV 2004 5

Dumb Client Model









NOSSDAV 2004 6

Client-side prediction









NOSSDAV 2004 7

Simple Experiments

• Experiment 1

• Hypothesize that online Madden Football uses

client-side prediction to compensate for lag

• Large induced delay from Beta to Alpha

(1500ms)

• Alpha on offense

• Alpha puts man in motion

• Results:

• Beta sees player move on his local display first!

• Player on Alpha’s display is lagged









NOSSDAV 2004 8

Results









9

Results









10

Another experiment

• Experiment 2

• Hypothesize that online Madden

Football uses dumb-client model

• Large induced delay from Alpha to Beta

(1500ms)

• Results:

• Alpha sees player move on his local display

first!

• Player on Beta’s display is lagged





NOSSDAV 2004 11

One more simple experiment



• Experiment 3

• Hypothesize that symmetrical delay results in

roughly synchronized presentation

• Large induced delay in both directions

(1000ms each way)

• Results:

• Player movements are delayed on both displays, but

are synchronized

• Now we can suggest a lag compensation

model for online Madden Football



NOSSDAV 2004 12

Symmetrical Latencies









NOSSDAV 2004 13

Asymmetrical Latencies









NOSSDAV 2004 14

Asymmetrical Latencies









15

Effect of latency on running



• First, isolate running

• What about NPC interactions?









NOSSDAV 2004 16

17

NOSSDAV 2004 18

Experiment

• Hypothesize that offensive production

(Yards/Attempt) will decrease as

latency increases

• Play 3 full games at 8 different

latencies (0-2000 ms rtt)

• One team runs over and over again

• Other team punts the ball right back







NOSSDAV 2004 19

Quantitative Results









NOSSDAV 2004 20

Qualitative Results

• At higher latency, player movements

are lagged momentarily behind user

input

• Hard to get a feel for the timing of

when to spin, juke, stiff-arm, etc.

• Make “mistakes” at high latencies

• Run into defender

• Run out of bounds



NOSSDAV 2004 21

Example







Player is pressing left Player is pressing up









Running back goes out of bounds



NOSSDAV 2004 22

Conclusions

• Experiments suggest that Madden uses a

prediction of round-trip time to delay user

input to compensate for latency

• Latency does effect user performance

• About 30% of the range we evaluated

• Typical latencies don’t have an effect

• Future work is to evaluate the effects of

packet loss and investigate other sports

games





NOSSDAV 2004 23

The Effects of Latency on

Online Madden NFL Football



James Nichols and Mark Claypool

http://perform.wpi.edu









NOSSDAV 2004 - Kinsale, County Cork, Ireland



24



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