This paper describes the development of a model which quantifies the effects of latency on a player's perceived game quality in the networked first person shooter game Team Fortress 2, in an attempt to replicate and extend previous research done on other games. We conducted a study to measure the subjective quality of gameplay under various induced latency conditions. We determined that latency had a significant effect on a player's perceived quality of the game, yet did not significantly affect player performance. Using these data, we constructed the Team Fortress 2 G - model to predict the mean opinion score of Team Fortress 2 game based on known network conditions.
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