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A Taxonomy of Peer-Reviewed Latency Compensation Papers

Latency Compensation Taxonomy

SpeculativeExecutionLatency CompensationWorldAdjustmentControlAssistanceTimeWarp Latency ConcealmentPredictionSelf-PredictionOtherPredictionInterpolationExtrapolationTimeDelayIncomingDelayFeedbackLatencyExposureTimeManipulationAttributeScalingClientEitherServerOutgoingDelay

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Latency Compensation

Latency compensation techniques are software algorithms that run on the game client or game server (or both) that try to mitigate the impact of latency on the players. Such techniques might improve responsiveness or increase consistency (or both), but often sacrifice one for the other (i.e., increased consistency at the cost of reduced responsiveness and vice versa). The effectiveness of the techniques depends upon many factors including, but not limited to, the game to which they are applied, the network conditions between clients and servers, and the familiarity and skill of the players with the game.

For this interactive taxonomy, clicking on each technique node in the tree above goes to a page with just that technique, providing a concise description and a list of peer-reviewed papers (and commercial talks/blogs, where appropriate) that use that technique.

For "leaf" techniques, an illustrative example of the technique is also provided.

Peer-reviewed Papers

  1. David Jefferson, 1985. Virtual Time

  2. Richard So and Michael Griffin, 1992. Compensating Lags in Head-Coupled Displays Using Head Position Prediction and Image Deflection

  3. W. Dean McCarty, Steven Sheasby, Philip Amburn, Martin Stytz and Chip Switzer, 1994. A Virtual Cockpit for a Distributed Interactive Simulation

  4. Paul Sharkey, Matthew Ryan and David Roberts, 1998. A Local Perception Filter for Distributed Virtual Environments

  5. Wentong Cai, Francis Lee and Lihui Chen, 1999. An Auto-adaptive Dead Reckoning Algorithm for Distributed Interactive Simulation

  6. Christophe Diot and Laurent Gautier, 1999. A Distributed Architecture for Multiplayer Interactive Applications on the Internet

  7. Ivan Vaghi, Chris Greenhalgh and Steve Benford, 1999. Coping with Inconsistency Due to Network Delays in Collaborative Virtual Environments

  8. Mike Fraser, Tony Glover, Ivan Vaghi, Steve Benford, Chris Greenhalgh, Jon Hindmarsh and Christian Heath, 2000. Revealing the Realities of Collaborative Virtual Reality

  9. Martin Mauve, 2000. How to Keep a Dead Man from Shooting

  10. Martin Mauve, 2000. Consistency in Replicated Continuous Interactive Media

  11. Jiann-RongWu and MingOuhyoung, 2000. On Latency Compensation and its Effects on Head-motion Trajectories in Virtual Environments

  12. Seok-Jong Yu and Yoon-Chul Choy, 2001. A Dynamic Message Filtering Technique for 3D Cyberspaces

  13. Jorg Schirra, 2001. Content-based Reckoning for Internet Games

  14. Yow-Jian Lin, Katherine Guo and Sanjoy Paul, 2002. Sync-MS: Synchronized Messaging Service for Real-Time Multi-Player Distributed Games

  15. Jouni Smed, Timo Kaukoranta and Harri Hakonen, 2002. Aspects of Networking in Multiplayer Computer Games

  16. Lothar Pantel and Lars Wolf, 2002. On the Suitability of Dead Reckoning Schemes for Games

  17. Eric Cronin, Burton Filstrup and Sugih Jamin, 2003. Cheat-Proofing Dead Reckoned Multiplayer Games

  18. Thomas Duncan and Denis Gracanin, 2003. Pre-reckoning Algorithm for Distributed Virtual Environments

  19. Carl Gutwin, Jeff Dyck and Jennifer Burkitt, 2003. Using Cursor Prediction to Smooth Telepointer Jitter

  20. Sudhir Aggarwal, Hemant Banavar Amit Khandelwal, Sarit Mukherjee, Sampath Rangarajan, 2004. Accuracy in Dead Reckoning Based Distributed Multi-Player Games

  21. Carl Gutwin, Steve Benford, Jeff Dyck, Mike Fraser, Ivan Vaghi and Chris Greenhalgh, 2004. Revealing Delay in Collaborative Environments

  22. Martin Mauve, Jurgen Vogel, Volker Hilt and Wolfgang Effelsberg, 2004. Local-Lag and Timewarp: Providing Consistency for Replicated Continuous Applications

  23. Greger Wikstrand, Lennart Schedin and Fredrik Elg, 2004. High and Low Ping and the Game of Pong- Effects of Delay and Feedback

  24. Jouni Smed, Henrik Niinisalo and Harri Hakonen, 2004. Realizing Bullet Time Effect Multiplayer Games with Local Perception Filter

  25. Mao-Jun Zhang and Nicolas Georganas, 2004. An Orientation Update Message Filtering Algorithm in Collaborative Virtual Environments

  26. Sudhir Aggarwal, Hemant Banavar, Sarit Mukherjee, Sampath Rangarajan, 2005. Fairness in Dead-reckoning Based Distributed Multi-player Games

  27. Sebastian Zander, Ian Leeder and Grenville Armitage, 2005. Achieving Fairness in Multiplayer Network Games through Automated Latency Balancing

  28. Ryan Hanna and Michael Katchabaw, 2005. Bringing New HOPE to Networked Games: Using Optimistic Execution to Improve Quality of Service

  29. Gabriel Shelley and Michael Katchabaw, 2005. Patterns of Optimism for Reducing the Effects of Latency in Networked Multiplayer Games

  30. Jeremy Brun, Farzad Safaei, Paul Boustead, 2006. Managing Latency and Fairness in Networked Games

  31. Xinbo Jiang, Farzad Safaei and Paul Boustead, 2006. Latency and Scalability: A Survey of Issues and Techniques for Supporting Networked Games

  32. Shayne Burgess and Michael Katchabaw, 2006. Design and Implementation of Optimistic Constructs for Latency Masking in Online Video Games

  33. Yi Zhang, Ling Chen and Gencai Chen, 2006. Globally Synchronized Dead-Reckoning with Local Lag for Continuous Distributed Multiplayer Games

  34. Shaolong Li and Changja Chen, 2006. Interest Scheme: A New Method for Path Prediction

  35. Wladimir Palant, Carsten Griwodz, and Paal Halvorsen, 2006. Evaluating Dead Reckoning Variations with a Multi-player Game Simulator

  36. Dai Hanawa and Tatsuhiro Yonekura, 2006. A Proposal of Dead Reckoning Protocol in Distributed Virtual Environment based on the Taylor Expansion

  37. Dingliang Liang and Paul Boustead, 2006. Using Local Lag and Timewarp to Improve Performance for Real Life Multi-Player Online Games

  38. Ling Chen, Gen-Cai Chen, Hong Chen, Jack March, Steve Benford and Zhi-Geng Pan, 2007. An HCI Method to Improve the Human Performance Reduced by Local-lag Mechanism

  39. Anh Le and Yanni Ellen Liu, 2007. Fairness in Multi-Player Online Games on Deadline-Based Networks

  40. Shaolong Li, Changja Chen and Lei Li , 2007. A Method of Using Personal Habits for Path Prediction in Network Games

  41. Alexey Tumanov, Robert Allison and Wolfgang Stuerzlinger, 2007. Variability-Aware Latency Amelioration in Distributed Environments

  42. Dane Stuckel and Carl Gutwin, 2008. The Effects of Local Lag on Tightly-Coupled Interaction in Distributed Groupware

  43. Regan L. Mandryk and Carl Gutwin, 2008. Perceptibility and Utility of Sticky Targets

  44. Shaolong Li, Changja Chen and Lei Li, 2008. A New Method for Path Prediction in Network Games

  45. Doowon Paik, Chung-Ha Yun and Jooyeon Hwang, 2008. Effective Message Synchronization Methods for Multiplayer Online Games with Maps

  46. Dave Roberts, Damien Marshall, Seamus McLoone, Declan Delaney, Tomas Ward and Rob Aspin, 2008. Bounding Inconsistency Using a Novel Threshold Metric for Dead Reckoning Update Packet Generation

  47. Naoki Ishii, Yutaka Ishibashi and Shinji Sugawara, 2009. Enhancement of Adaptive Delta-Causality Control with Adaptive Dead-reckoning for Multiplayer Online Games

  48. Sili Zhao, DuLi, Hansu Gu, BinShao and NingGu, 2009. An Approach to Sharing Legacy TV/Arcade Games for Real-Time Collaboration

  49. Cheryl Savery, T.C. Nicholas Graham and Carl Gutwin, 2010. The Human Factors of Consistency Maintenance in Multiplayer Computer Games

  50. Arnaud Kaiser, Nadjib Achir and Khaled Boussetta, 2010. Improving Energy Efficiency and Gameplay Fairness for Time-sensitive Multiplayer Games in MANET

  51. Scott Bateman, Regan L. Mandryk, Tadeusz Stach and Carl Gutwin, 2011. Target Assistance for Subtly Balancing Competitive Play

  52. Yusuke Hara, Yutaka Ishibashi, Norishige Fukushima, and Shinji Sugawara, 2012. Adaptive Delta-Causality Control Scheme with Dynamic Control of Prediction Time in Networked Haptic Game

  53. Vasily Kharitonov, 2012. Motion-Aware Adaptive Dead Reckoning Algorithm for Collaborative Virtual Environments

  54. Yuji Kusunose, Yutaka Ishibashi, Norishige Fukushima, and Shinji Sugawara, 2012. Adaptive Delta-Causality Control with Prediction in Networked Real-Time Game Using Haptic Media

  55. Cheryl Savery, T.C. Nicholas Graham, 2013. Timelines: Simplifying the Programming of Lag Compensation for the Next Generation of Networked Games

  56. Jingxi Xu and Benjamin Wah, 2013. Concealing Network Delays in Delay-Sensitive Online Interactive Games Based on Just-Noticeable Differences

  57. Amir Yahyavi, Kevin Huguenin and Bettina Kemme, 2013. Interest Modeling in Games: the Case of Dead Reckoning

  58. Haifeng Shen and Suiping Zhou, 2013. Achieving Critical Consistency through Progressive Slowdown in Highly Interactive Multi-Player Online Games

  59. Cheryl Savery, T.C. Nicholas Graham, 2014. Reducing the Negative Effects of Inconsistencies in Networked Games

  60. Rodrigo Vicencio-Moriera, Regan Mandryk, Carl Gutwin and Scott Bateman, 2014. The Effectiveness (or Lack Thereof) of Aim-Assist Techniques in First-Person Shooter Games

  61. Cheryl Savery, T.C. Nicholas Graham, Carl Gutwin and Michelle Brown, 2014. The Effects of Consistency Maintenance Methods on Player Experience and Performance in Networked Games

  62. Kyungmin Lee, David Chu, Eduardo Cuervo, Johannes Kopf, Yury Degtyarev, Sergey Grizan, Alec Wolman and Jason Flinn, 2015. Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming

  63. Zenja Ivkovic, Ian Stavness, Carl Gutwin and Steve Sutcliffe, 2015. Quantifying and Mitigating the Negative Effects of Local Latencies on Aiming in 3D Shooter Games

  64. Wai-Kiu Lee and Rocky Chang, 2015. Evaluation of Lag-Related Configurations in First-Person Shooter Games

  65. Iryanto Jaya, Elvis S. Liu and Youfu Chen, 2016. Combining Interest Management and Dead Reckoning: A Hybrid Approach for Efficient Data Distribution in Multiplayer Online Games

  66. Daniel Evangelakos and Michael Mara, 2016. Extended TimeWarp Latency Compensation for Virtual Reality

  67. Chen Gao, Haifeng Shen and Ali Babar, 2016. Concealing Jitter in Multi-Player Online Games through Predictive Behaviour Modeling

  68. Rosane Ushirobira, Denis Efimov, Gery Casiez, Nicolas Roussel and Wilfrid Perruquetti, 2016. A Forecasting Algorithm for Latency Compensation in Indirect Human-Computer Interactions

  69. Steven Lee and Rocky Chang, 2017. On Shot Around a Corner in First-Person Shooter Games

  70. Huy Viet Le, Valentin Schwind, Philipp Gottlich and Niels Henze, 2017. PredicTouch: A System to Reduce Touchscreen Latency using Neural Networks and Inertial Measurement Units

  71. Luis Fernando Kawabata de Almeida and Alan Salvany Felinto, 2018. Evaluation of the Motion-Aware Adaptive Dead Reckoning Technique Under Different Network Latencies Applied in Multiplayer Games

  72. Axel Antoine, Sylvain Malacria and Gery Casiez, 2018. Using High Frequency Accelerometer and Mouse to Compensate for End-to-end Latency in Indirect Interaction

  73. Youfu Chen and Elvis S. Liu, 2018. Comparing Dead Reckoning Algorithms for Distributed Car Simulations

  74. Zhi Li, Hugh Melvin, Rasa Bruzgiene, Peter Pocta, Lea Skorin-Kapov, Andrej Zgank, 2018. Lag Compensation for First-Person Shooter Games in Cloud Gaming

  75. Saeed Shafiee Sabet, Steven Schmidt, Saman Zadtootaghaj, Carsten Griwodz and Sebastian Moller, 2018. Towards Applying Game Adaptation to Decrease the Impact of Delay on Quality of Experience

  76. Steven Lee and Rocky Chang, 2018. Enhancing the Experience of Multiplayer Shooter Games via Advanced Lag Compensation

  77. Injung Lee, Sunjun Kim and Byungjoo Lee, 2019. Geometrically Compensating Effect of End-to-End Latency in Moving-Target Selection Games

  78. Jiawei Sun and Mark Claypool, 2019. Evaluating Streaming and Latency Compensation in a Cloud-based Game

  79. Elias Duarte, Aurora Pozo and Pamela Beltrani, 2020. Smart Reckoning: Reducing the Traffic of Online Multiplayer Games using Machine Learning for Movement Prediction

  80. Saeed Shafiee Sabet, Steven Schmidt, Saman Zadtootagha, Babak Naderi, Carsten Griwodz and Sebastian Moller, 2020. A Latency Compensation Technique Based on Game Characteristics to Mitigate the Influence of Delay on Cloud Gaming Quality of Experience

  81. Robert Salay and Mark Claypool, 2020. A Comparison of Automatic versus Manual World Adjustment for Network Game Latency Compensation

  82. Joohwan Kim, Pyarelal Knowles, Josef Spjut, Ben Boudaoud and Morgan Mcguire, 2020. Post-Render Warp with Late Input Sampling Improves Aiming Under High Latency Conditions

  83. Takato Motoo, Jiei Kawasaki, Takuya Fujihashi, Shunsuke Saruwatari and Takashi Watanabe, 2021. Client-Side Network Delay Compensation for Online Shooting Games

  84. Ben Boudaoud, Pyarelal Knowles, Joohwan Kim and Josef Spjut, 2021. Gaming at Warp Speed: Improving Aiming with Late Warp

  85. Edward Carlson, Tian Fan, Zijian Guan, Xiaokun Xu and Mark Claypool, 2021. Towards Usable Attribute Scaling for Latency Compensation in Cloud-based Games

  86. David Halbhuber, Maximilian Schlenczek, Johanna Bogon and Niels Henze, 2022. Better be quiet about it! The Effects of Phantom Latency on Experienced First-Person Shooter Players

Talks/Blogs on Commercial Games

  1. John Carmack, 1996. Here is The New Plan

  2. Paul Bettner and Mark Terrano, 2001. 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond

  3. Yahn Bernier, 2001. Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization

  4. David Aldbridge, 2011. I Shot You First: Networking the Gameplay of Halo:Reach

  5. Tony Cannon, 2012. Fight the Lag! The Trick Behind GGPO's Low-latency Netcode

  6. Benjamin Goyette, 2016. Fighting Latency on Call of Duty: Black Ops III

  7. Tim Ford and Philip Orwig, 2016. Developer Update - Let's Talk Netcode

  8. Matt Delbosc, 2017. Replicating Chaos: Vehicle Replication in Watch Dogs 2

  9. Valve Developer Community, 2017. Source Multiplayer Networking

  10. Rocket Science-Halfway Dead, 2018. RL Netcode and Lag explained - Rocket Science #16

  11. Jared (Psyonix) Cone, 2018. It IS Rocket Science! The Physics of Rocket League Detailed

  12. Michael Stallone, 2018. 8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'

  13. Peter Andreasen, 2018. Deep Dive into Networking for Unity's FPS Sample Game

  14. Paul Haile and Mitch Sanborn, 2019. Call of Duty: Modern Warfare Netcode Explained!

  15. Ricky Pusch, 2019. Explaining How Fighting Games Use Delay-Based and Rollback Netcode

  16. Timothy Ford, 2019. Overwatch Gameplay Architecture and Netcode

  17. David Straily and Dave Heironymus, 2020. Netcode and 128-Servers // Dev Diaries - Valorant

  18. Brent Randall, 2020. Valorant's 128-Tick Servers

  19. Matt deWet and David Straily, 2020. Peeking into Valorant's Netcode


Reference

Shengmei Liu, Xiaokun Xu and Mark Claypool. A Survey and Taxonomy of Latency Compensation Techniques for Network Computer Games, ACM Computing Surveys, Article 243, Volume 54, Issue 11S, DOI https://doi.org/10.1145/3519023, September 9, 2022. Online at: http://www.cs.wpi.edu/~claypool/papers/lag-taxonomy/


Copyright 2022 Mark Claypool (claypool@cs.wpi.edu) and WPI. All rights reserved.