Follow Slashdot blog updates by subscribing to our blog RSS feed

 



Forgot your password?
typodupeerror
DEAL: For $25 - Add A Second Phone Number To Your Smartphone for life! Use promo code SLASHDOT25. Also, Slashdot's Facebook page has a chat bot now. Message it for stories and more. Check out the new SourceForge HTML5 internet speed test! ×
Networking

Submission + - Neuro-Reckoning may Reduce MMOG Time Lag

Hugh Pickens writes: "Time lag can cause some very strange behavior in massively multiplayer online games when players' actions onscreen become slow and jerky. New techniques are on the way to reduce the problem of lag time in MMOGs when a player's computer can't keep up with changes in a shared online world. Games like Quake use a technique called dead reckoning and while traditional dead-reckoning systems that assume that a game character will maintain the velocity and direction that it has at the moment an update is sent to all other participating computers; dead reckoning works best for movement and shooting and less well for erratic actions such as interacting with objects or with other players. Read the abstract of new technique called "neuro-reckoning" that may improve the predictive process by installing a neural network in each player's computer to predict fast, jerky actions."
This discussion was created for logged-in users only, but now has been archived. No new comments can be posted.

Neuro-Reckoning may Reduce MMOG Time Lag

Comments Filter:

"There is no distinctly American criminal class except Congress." -- Mark Twain

Working...