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Quantifying and Mitigating the Negative Effects of Local Latencies on Aiming in 3D Shooter Games

Published: 18 April 2015 Publication History

Abstract

Real-time games such as first-person shooters (FPS) are sensitive to even small amounts of lag. The effects of net-work latency have been studied, but less is known about local latency, the lag caused by input devices and displays. While local latency is important to gamers, we do not know how it affects aiming performance and whether we can reduce its negative effects. To explore these issues, we tested local latency in a variety of real-world gaming scenarios and carried out a controlled study focusing on targeting and tracking activities in an FPS game with varying degrees of local latency. In addition, we tested the ability of a lag compensation technique (based on aim assistance) to mitigate the negative effects. Our study found local latencies in the real-world range from 23 to 243 ms which cause significant and substantial degradation in performance (even for latencies as low as 41 ms). The study also showed that our compensation technique worked extremely well, reducing the problems caused by lag in the case of targeting, and removing the problem altogether in the case of tracking. Our work shows that local latency is a real and substantial problem -- but games can mitigate the problem with appropriate compensation methods.

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    cover image ACM Conferences
    CHI '15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems
    April 2015
    4290 pages
    ISBN:9781450331456
    DOI:10.1145/2702123
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Publication History

    Published: 18 April 2015

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    Author Tags

    1. aiming
    2. fps games
    3. lag
    4. local latency
    5. targeting

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    CHI '15: CHI Conference on Human Factors in Computing Systems
    April 18 - 23, 2015
    Seoul, Republic of Korea

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    CHI '15 Paper Acceptance Rate 486 of 2,120 submissions, 23%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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    Cited By

    View all
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    • (2024)The Effect of Latency on Movement Time in Path-steeringProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642316(1-19)Online publication date: 11-May-2024
    • (2024)The Interplay Between Delay and Device in a Moving Target Selection Game2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645564(1-8)Online publication date: 5-Aug-2024
    • (2024)Application Layer on Data Path: Adaptive Frame RateLatency Optimization in Interactive Multimedia Streaming10.1007/978-981-97-6729-8_5(61-85)Online publication date: 30-Oct-2024
    • (2024)IntroductionLatency Optimization in Interactive Multimedia Streaming10.1007/978-981-97-6729-8_1(1-9)Online publication date: 30-Oct-2024
    • (2023)Effects of Text Input Latency on Performance and Task LoadProceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia10.1145/3626705.3627784(99-107)Online publication date: 3-Dec-2023
    • (2023)The Effects of Latency and In-Game Perspective on Player Performance and Game ExperienceProceedings of the ACM on Human-Computer Interaction10.1145/36110707:CHI PLAY(1308-1329)Online publication date: 4-Oct-2023
    • (2023)Small Latency Variations Do Not Affect Player Performance in First-Person ShootersProceedings of the ACM on Human-Computer Interaction10.1145/36110277:CHI PLAY(197-216)Online publication date: 4-Oct-2023
    • (2023)Understanding the Effects of Perceived Avatar Appearance on Latency Sensitivity in Full-Body Motion-Tracked Virtual RealityProceedings of Mensch und Computer 202310.1145/3603555.3603580(1-15)Online publication date: 3-Sep-2023
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