Catalyst- Using Hitbox Scaling for Latency Compensation in a Cloud-based Game
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open in viewerCloud 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.
- This report represents the work of one or more WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its website without editorial or peer review.
- Creator
- Publisher
- Identifier
- E-project-031821-192720
- 6146
- Advisor
- Year
- 2021
- Sponsor
- Date created
- 2021-03-18
- Resource type
- Major
- Rights statement
- License
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catalyst-mqp-report.pdf | Public | Download |
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