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Conclusion, Caveats & Future
For the specific case of QuakeIII Arena, version 1.17, during mid-2001:
- Players prefer 'local' servers < 180-200ms away
During 2001, a new version of QuakeIII was released, and players moved away from v1.17
- I'm now running trials with latest version 1.30, gathering far more finely grained ping samples
In the future need to:
- Quantify player sensitivity to jitter
- Generalize these results to get hard numbers for Half Life, X-box games, etc....
- Develop ISP business/tech model for deriving $$ from offering premium gamer support