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.
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