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L33t or N00b? How Player Skill Alters the Effects of Network Latency on First Person Shooter Game Players

1

Shengmei Liu

Mark Claypool

Atsuo Kuwahara

James Scovell

Jamie Sherman

Worcester Polytechnic Institute

Intel Corporation

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Motivation

2

Mouse

Display

Local latency

50 ms

40 ms

Upgrade

20 ms

25 ms

Quality of Experience

😃

Performance

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Related work – Latency and FPS

3

“Ok…but why?”

  • Skill focused

Armitage et al.:

Latency tolerance for Quake 3 is about 150~180 ms.

Amin et al.:

player experience determines network latency sensitivity for Call of Duty, with competitive gamers more adept at compensating for impaired network conditions.

Quax et al.:

Unreal Tournament 2003 players suffer with network latency and jitter as low as 100 ms.

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Related work - Skill

4

“Ok…but why?”

  • Low latency < 150 ms
  • First-person shooters
  • Both performance and QoE
  • Considerable sample size

Claypool.:

Higher skill players are resilient to performance degradations for latencies above 350 milliseconds.

Amin et al.:

Higher-skilled players notice even small amounts of latency but are able to compensate for it better than lower-skill players.

Dick et al..:

Skill impacts score but not QoE.

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FPS Hours

5

Higher skill players

Reaction

i. Number of participants: 25

ii. >= 100 hrs total in CSGO, average ~900 hrs

iii. Gender: 25 males, 0 females

iiii. Age: 17 – 29, mean = 20.8, std dev = 3.00

Higher skill players

Lower skill players

i. Number of participants: 11

ii. <100 hrs total in CSGO, average ~20 hrs

iii. Gender: 11 males, 0 females

iiii. Age: 18 – 28, mean = 21.0, std dev = 3.4

Mean = 205

Mean = 204

Mean = 1703

Mean = 891

Lower skill players

Higher skill players

Lower skill players

Demographics

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User Study

  • Network latency

      • Shuffled total network latency (25, 50, 100, 150 ms)
    • Questionnaires (Demographic, In-game surveys)

6

0

100

200

300

(ms)

Good

Internet Connection

Moderate

Internet connection

Other

<1

25

50

100

150

  • Game customization

    • Deathmatch FFA
    • Single player with 20 bots
    • 3.5 mins per round

Client-server architecture

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Results

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Network latency has a 32% higher impact on accuracy for higher-skill players.

  • Network latency has a 25% higher impact on the number of headshots for higher-skill players.
  • Higher-skill players hit 50% more headshots per game than lower-skill players.

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Results

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  • Network latency has about 5X impact on higher skill players than on lower skill players.

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Results (Quality of Experience)

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Network latency has twice the impact on QoE for the higher-skill players.

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Limitations

10

Team Effort

Sample size

Gender bias

All bots

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Conclusions

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  • Network latency has high impact on higher skill players, with both player performance and quality of experience

  • For higher-skill players network latency has fifty-percent more impact on accuracy, five-times the impact on score, and twice the impact on QoE than for lower skill players. �

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Future Work

12

More games

…..

More weapons

…..

More skills

…..

Higher latencies

…..

0

100

200

300

(ms)

Good

Moderate

Other

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L33t or N00b? How Player Skill Alters the Effects of Network Latency on First Person Shooter Game Players

13

Shengmei Liu

Mark Claypool

Atsuo Kuwahara

James Scovell

Jamie Sherman

Worcester Polytechnic Institute

Intel Corporation

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14

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Motivation

15

Mouse

Display

Local latency

Quality of Experience

🤨

😃

Performance

50 ms

40 ms

Upgrade

20 ms

25 ms

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Related work

16

Ok…

but why?

  • Low latency < 100 ms
  • Competitive gamers
  • Latency compensation

Armitage et al.:

Latency tolerance for Quake 3 is about 150~180 ms.

Dick et al.:

UT2003 players suffer with latency and jitter as low as 100 ms

Fritsch:

Players of the role-playing game Everquest2 can tolerate hundreds of milliseconds of network latency

Sheldon et al.:

Some aspects of play in the real-time strategy

game Warcraft 3 are not affected by up to a second of network latency