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NETGAMES
2004
ACM

Realizing bullet time effect in multiplayer games with local perception filters

14 years 5 months ago
Realizing bullet time effect in multiplayer games with local perception filters
Local perception filters exploit the limitations of human perception to reduce the effects of network latency in multiplayer computer games. Because they allow temporal distortions in the rendered view, they can be modified to realize bullet time effect, where a player can get more reaction time by slowing down the surrounding game world. In this paper, we examine the concepts behind local perception filters and extend them to cover artificially increased delays. The presented methods are implemented in a testbench program, which is used to study the usability and limitations of the approach. Categories and Subject Descriptors C.2.4 [Computer-Communication Networks]: Distributed Systems—Distributed Applications; H.5.3 [Information Interfaces and Presentation]: Group and Organization Interfaces—Synchronous Interaction; K.8.0 [Personal Computing]: General—Games General Terms Algorithms Keywords Computer games, networking, multiplayer, latency, bullet time, virtual environmen...
Jouni Smed, Henrik Niinisalo, Harri Hakonen
Added 30 Jun 2010
Updated 30 Jun 2010
Type Conference
Year 2004
Where NETGAMES
Authors Jouni Smed, Henrik Niinisalo, Harri Hakonen
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