Title | ||
---|---|---|
Post-Render Warp with Late Input Sampling Improves Aiming Under High Latency Conditions |
Abstract | ||
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AbstractEnd-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. |
Year | DOI | Venue |
---|---|---|
2020 | 10.1145/3406187 | Proceedings of the ACM on Computer Graphics and Interactive Techniques |
DocType | Volume | Issue |
Journal | 3 | 2 |
Citations | PageRank | References |
0 | 0.34 | 0 |
Authors | ||
5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Joohwan Kim | 1 | 9 | 2.17 |
Pyarelal Knowles | 2 | 0 | 0.68 |
Josef Spjut | 3 | 101 | 10.20 |
Ben Boudaoud | 4 | 16 | 3.48 |
Morgan Mcguire | 5 | 752 | 54.30 |