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Introduction
Qualitative assertion: Low latency and jitter are desirable for real-time, interactive games
Quantitative assessments: Rare, yet useful to ISPs and game hosting companies
- What is the latency radius within which I'll find my primary population of players?
This project attempts to correlate observed player activity with network conditions
- Specific context: Quake III Arena, a networked, multiplayer 'first person shooter' (FPS) game
Hope others will embark on similar research
- This project is self-funded, donated resources