Post-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions
dc.contributor.author | Kim, Joohwan | en_US |
dc.contributor.author | Knowles, Pyarelal | en_US |
dc.contributor.author | Spjut, Josef | en_US |
dc.contributor.author | Boudaoud, Ben | en_US |
dc.contributor.author | Mcguire, Morgan | en_US |
dc.contributor.editor | Yuksel, Cem and Membarth, Richard and Zordan, Victor | en_US |
dc.date.accessioned | 2020-10-30T18:18:25Z | |
dc.date.available | 2020-10-30T18:18:25Z | |
dc.date.issued | 2020 | |
dc.description.abstract | End-to-end latency in remote-rendering systems can reduce user task performance. This notably includes aiming tasks on game streaming services, which are presently below the standards of competitive first-person desktop gaming.We evaluate the latency-induced penalty on task completion time in a controlled environment and show that it can be significantly mitigated by adopting and modifying image and simulation-warping techniques from virtual reality, eliminating up to 80% of the penalty from 80 ms of added latency. This has potential to enable remote rendering for esports and increase the effectiveness of remote-rendered content creation and robotic teleoperation. We provide full experimental methodology, analysis, implementation details, and source code. | en_US |
dc.description.number | 2 | |
dc.description.sectionheaders | High-Performance Rendering | |
dc.description.seriesinformation | Proceedings of the ACM on Computer Graphics and Interactive Techniques | |
dc.description.volume | 3 | |
dc.identifier.doi | 10.1145/3406187 | |
dc.identifier.issn | 2577-6193 | |
dc.identifier.uri | https://doi.org/10.1145/3406187 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1145/3406187 | |
dc.publisher | ACM | en_US |
dc.subject | Computing methodologies | |
dc.subject | Image | |
dc.subject | based rendering | |
dc.subject | Distributed algorithms | |
dc.subject | Software and its engineering | |
dc.subject | Interactive games | |
dc.subject | Networks | |
dc.subject | Network services. | |
dc.subject | latency | |
dc.subject | streaming | |
dc.subject | esports | |
dc.title | Post-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions | en_US |