Nova - Using Temporal Scaling for Latency Compensation in a Cloud-based Game Public
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Cloud Gaming (CG) is gaining momentum as an alternative way to host and play games. However, cloud-based games are susceptible to latency because all player input must be sent to the cloud server, where all game logic is computed. In this project, we created a rhythm game hosted on Google Stadia that compensated for increases in latency by increasing the time window in which the player could complete actions. We evaluated our latency compensation technique by running a study where 27 users played through multiple rounds of our game with latency compensation on and off, and with random added latency. Analysis of the data from these users shows that our compensation method improves users’ overall Quality of Experience and player performance compared to playing with latency compensation off.
- This report represents the work of one or more WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its website without editorial or peer review.
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