Kim, JoohwanKnowles, PyarelalSpjut, JosefBoudaoud, BenMcguire, MorganYuksel, Cem and Membarth, Richard and Zordan, Victor2020-10-302020-10-3020202577-6193https://doi.org/10.1145/3406187https://diglib.eg.org:443/handle/10.1145/3406187End-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.Computing methodologiesImagebased renderingDistributed algorithmsSoftware and its engineeringInteractive gamesNetworksNetwork services.latencystreamingesportsPost-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions10.1145/3406187