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Please use this identifier to cite or link to this item: http://hdl.handle.net/1959.3/1213
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- An experimental estimation of latency sensitivity in multiplayer Quake 3
- Armitage, Grenville J.
- Quantifying the latency sensitivity of potential customers/players is critical for Internet-based game providers when planning the network placement of their game servers. In early 2001 we placed two Quake 3 servers at different locations on the Internet, and instrumented them to gather median latency information on every player who played over a multimonth period. Comparison of server logfiles showed an active yet distinct player population on each server, and the median latency distributions suggest players actively prefer Quake 3 servers less than 150 to 180 milliseconds from the player's location. Quake 3 is often played as a multiplayer, Internetbased, highly interactive “first person shooter” game. Although Quake 3 is nowhere near as popular as games such as Halflife: CounterStrike, we believe our results provide a useful ballpark indicator of latency sensitivity for this class of highly interactive online games.
- Publication type
- Technical report
- Research centre
- Swinburne University of Technology. Faculty of Information and Communication Technologies. Centre for Advanced Internet Architectures
- Publication year
- Games; Internet; Latency; Online; Quake 3
- Copyright © 2003 Swinburne University of Technology
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