%0 Student Work %T Catalyst- Using Hitbox Scaling for Latency Compensation in a Cloud-based Game %A Garza, Alejandra; Swetz, Joseph S.; Plante, James W.; Desveaux, Adam C.; Person, Cameron A. %D 2021-03-18 %8 2021-07-02 %I Worcester Polytechnic Institute %R https://digital.wpi.edu/show/xd07gw617 %X 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. %9 Major Qualifying Project %~ Digital WPI %W WPI