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Compensating for Network Latency in Cloud-based Game Streaming using Control Assistance in a Top-down Game

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Cloud game streaming shifts game processing to servers, enabling gameplay on low-powered thin clients. This innovation alleviates the need for high-end hardware by the player and streamlines game development for a unified cloud platform. However, cloud gaming faces a critical challenge: network latency. Traditional latency compensation techniques for multiplayer games are unsuitable for thin clients, sparking research for innovative server-based solutions. This research focuses on using control assistance techniques to mitigate network latency effects for cloud-based game streaming in top-down games from the client to the server and back. We designed and implemented 'Spectres,' an isometric bullet-hell game with simulated latency conditions to evaluate network latency effects in a controlled environment. We integrated multiple control assistance techniques to assess player Quality of Experience (QoE) when exposed to latency. The result showed that aim assistance significantly improved scoring performance, survivability, and shooting accuracy in cloud-based gaming environments, highlighting its efficacy in mitigating latency-induced delays. Additionally, movement assistance showed positive effects on survivability, particularly at moderate latency levels, underscoring the potential of control assistance techniques in enhancing the overall gameplay experience.

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  • etd-122424
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  • 2024
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  • 2024-05-02
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  • etd-122424
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Permanent link to this page: https://digital.wpi.edu/show/0r967830v