Latency and User Behaviour on a Multiplayer Game Server
Multiplayer online games represent one of the most popular forms of networked group communication on the Internet today. We have been running a server for a first-person shooter game, Half-Life. In this paper we analyse some of the delay characteristics of different players on the server and present some interim results. We find that whilst network delay has some effect on players’ behaviour, this is outweighed by application-level or exogenous effects. Players seem to be remarkably tolerant of network conditions, and absolute delay bounds appear to be less important than the relative delay between players.
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