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Latency Sensitivity
Qualitative assertion: Low latency and jitter are desirable for real-time, interactive games
Quantitative assessments: Are rare, yet useful to ISPs and game hosting companies
- What is the latency radius within which I'll find my primary population of players?
- Correlate observed player activity with network conditions
Specific context: Quake III Arena, a networked, multiplayer 'first person shooter' (FPS) game
- Fast-paced, seemed likely to be sensitive to network conditions
- Players are aware of 'ping' times during game
- I liked it at the time