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Published byBrooklynn Spinks Modified over 9 years ago
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Networked Graphics Building Networked Virtual Environments and Networked Games Chapter 10: Requirements
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CONSISTENCY
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LATENCY AND JITTER
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Application InputSimulationRenderingDeviceDisplay Path A
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Client Application Network Link Physical InputSimulationRenderingDeviceDisplay Server Application Simulation Physical Link Network Path C Path D Path B
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Sender Router Handle ReceiverRouter Transmission Delay Propagation Delay Queuing Delay Handling Delay
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SenderReceiver Network Latency Regular timingJittered timing
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SenderReceiver
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Interpacket arrival time Frequency of occurrence Correct spacing Gaussian distribution Observed distribution
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Client A Client B T A0 T A1 T B0 T B1
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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
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BANDWIDTH
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STATE OF THE INTERNET
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CONNECTIVITY
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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
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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
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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
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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
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CASE STUDY: BURNOUT ™ PARADISE
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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
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SUMMARY
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