on the suitability of dead reckoning schemes for games
A major problem of network-based multiplayer games (and other distributed virtual environments) is caused by the network transmission delay. This delay leads to inconsistency and other problems. Dead reckoning is often used to reduce the effects of network induced delays and losses by applying prediction means. The quality of the prediction and, hence, the consistency of the distributed game, depends on the difference between the real and the predicted position of some objects. In this paper we discuss prediction methods for games and study their usefulness in regard to different game types (genre) like Sport, 3D-Action and racing games. Using implementations, the methods are evaluated experimentally.
scheme game game network multiplayer game distributed virtual environments distributed delay consistency use effect predict quality posit object paper method types genre sport implementation networked computer games games 3d prediction schemes action