Post-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions

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Date
2020
Journal Title
Journal ISSN
Volume Title
Publisher
ACM
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.
Description

        
@inproceedings{
10.1145:3406187
, booktitle = {
Proceedings of the ACM on Computer Graphics and Interactive Techniques
}, editor = {
Yuksel, Cem and Membarth, Richard and Zordan, Victor
}, title = {{
Post-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions
}}, author = {
Kim, Joohwan
and
Knowles, Pyarelal
and
Spjut, Josef
and
Boudaoud, Ben
and
Mcguire, Morgan
}, year = {
2020
}, publisher = {
ACM
}, ISSN = {
2577-6193
}, ISBN = {}, DOI = {
10.1145/3406187
} }
Citation