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