The emergence of distributed Virtual Reality (VR) applications that run over the Internet has presented networked game application designers with new challenges. In an environment...
Large-scale multiplayer online games require considerable investment in hosting infrastructures. However, the difficulty of predicting the success of a new title makes investing ...
Today’s Multi-player Online Games (MOGs) are challenged by infrastructure requirements, because of their server-centric nature. Peer-to-peer networks are an interesting alternat...
We propose a fully-distributed peer-to-peer architecture to solve the scalability problem of Networked Virtual Environment in a simple and efficient manner. Our method exploits lo...
Ordering of command messages from the clients at the game servers is an important issue that impacts fairness, response times, and smoothness of the game play. Recently, protocols...
In this paper, we present an approach to provide Quality of Service (QoS) for networked mobile gaming. In order to examine the QoS requirements of mobile games, we ported a simple...
Marcel Busse, Bernd Lamparter, Martin Mauve, Wolfg...
It is usually hard to control the network conditions affecting public online game servers when studying the impact of latency, loss and jitter on user experience. This leads to a ...
Mobile devices offer the opportunity to play games nearly everywhere. Moreover, networked games allow individual players to interact with other people and to participate in a larg...
Amjad Akkawi, Sibylle Schaller, Oliver Wellnitz, L...
Local perception filters exploit the limitations of human perception to reduce the effects of network latency in multiplayer computer games. Because they allow temporal distorti...