Student Work

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

公开

可下载的内容

open in viewer

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
  • E-project-031821-192720
  • 6146
Advisor
Year
  • 2021
Sponsor
Date created
  • 2021-03-18
Resource type
Major
Rights statement
License

关系

属于 Collection:

项目

单件

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