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Catalyst- Using Hitbox Scaling for Latency Compensation in a Cloud-based Game Public

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Cloud gaming services have been increasing in popularity because of the convenience in rendering and computation done in the cloud. However, latency remains a challenge since all player input must be sent from client to server, rendered, then sent back before action results are seen. For our project we created a multiplayer first-person shooter game with spell-based combat and deployed it to Google Stadia. We then created a latency compensation technique by scaling enemy player hitboxes based on players' latencies, and conducted a user study to determine its efficacy. Analysis of player accuracy under different latency conditions, with and without hitbox scaling, shows an increase in accuracy with compensation for higher latency values.

  • 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.
Creator
Publisher
Identifier
  • 6146
  • E-project-031821-192720
Advisor
Year
  • 2021
Sponsor
Date created
  • 2021-03-18
Resource type
Major
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License
  • Attribution CC BY

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Permanent link to this page: https://digital.wpi.edu/show/xd07gw617