Networked Graphics Building Networked Virtual Environments and Networked Games Chapter 10: Requirements.

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Presentation transcript:

Networked Graphics Building Networked Virtual Environments and Networked Games Chapter 10: Requirements

CONSISTENCY

LATENCY AND JITTER

Application InputSimulationRenderingDeviceDisplay Path A

Client Application Network Link Physical InputSimulationRenderingDeviceDisplay Server Application Simulation Physical Link Network Path C Path D Path B

Sender Router Handle ReceiverRouter Transmission Delay Propagation Delay Queuing Delay Handling Delay

SenderReceiver Network Latency Regular timingJittered timing

SenderReceiver

Interpacket arrival time Frequency of occurrence Correct spacing Gaussian distribution Observed distribution

Client A Client B T A0 T A1 T B0 T B1

Deadline Precision Highest Lower TightestLowest Mouse Control Avatar Control Camera Control Aiming Weapon / Shooting Sniper Vehicle Racing Aiming & Shooting Machine Gun Run command Casting Area Spell Shooting Rockets Combat Drinking Health Potion Building (God Game) Moving (God Game) Fighting (God Game) Exploring (God Game) Immediate Control Tasks

BANDWIDTH

STATE OF THE INTERNET

CONNECTIVITY

Client A NAT A Client B NAT B Server Name A Name B Port A Port B Name A :Nat A,Port A Name B :Nat B,Port B

Client A NAT A Client B NAT B Server Help Connect with Name B Name A :Nat A,Port A Name B :Nat B,Port B Port A Port B Name B at NAT B, Port B Name A at NAT A, Port A

Client A NAT A Client B NAT B Server Port A Port B Connect to NAT B, Port B Connect to NAT A, Port A

Client A NAT A Client B NAT B Server Port A Port B Send to NAT B, Port B Send to NAT A, Port A

CASE STUDY: BURNOUT ™ PARADISE

Driving sub-state (default) Crashing sub-state Player 1 Timeline Player 2 Timeline Free Driving State Time Race start announceme nt Race start Awaiting Results State (non- interactive) Awards State (non- interactive) Race State

SUMMARY