Networked Graphics
Building Networked Virtual
Environments and Networked Games
Chapter 10: Requirements
CONSISTENCY
LATENCY AND JITTER
Application
Device
Input
Simulation
Path A
Rendering
Display
Client Application
Device
Input
Simulation
Network
Path D
Link
Physical
Path C
Path B
Physical
Link
Network
Server Application
Simulation
Rendering
Display
Sender
Transmission
Delay
Router
Handle
Propagation
Delay
Receiver
Handling
Delay
Router
Queuing
Delay
Router
Regular timing
Jittered timing
Sender
Receiver
Network Latency
Sender
Receiver
Frequency of occurrence
Correct
spacing
Gaussian
distribution
Observed
distribution
Interpacket arrival time
TA0
TB0
TB1
TA1
ClientA
ClientB
Lower
Highest
Precision
Run command
Casting Area
Spell
Shooting
Rockets
Aiming &
Shooting Machine
Gun
Vehicle Racing
Fighting (God
Game)
Combat
Aiming Weapon
/ Shooting
Mouse
Sniper Control
Avatar Control
Camera Control
Tightest
Exploring
(God Game)
Deadline
Immediate Control Tasks
Moving (God
Game)
Drinking
Health Potion
Building (God
Game)
Lowest
BANDWIDTH
STATE OF THE INTERNET
CONNECTIVITY
NameA:NatA,PortA
NameB:NatB,PortB
Server
PortA
NATA
PortB
NATB
Name
Name
B
A
ClientA
ClientB
NameA:NatA,Port
A
NameB:NatB,Port
B
Server
PortA
PortB
NATA
Help Connect
with NameB
NATB
NameB at
NATB, PortB
ClientA
NameA at
NATA, PortA
ClientB
Server
PortA
NATA
PortB
NATB
Connect to
Connect to
NATB, PortB
NATA, PortA
ClientA
ClientB
Server
PortA
NATA
PortB
NATB
Send to
Send to
NATB, PortB
NATA, PortA
ClientA
ClientB
CASE STUDY: BURNOUT ™ PARADISE
Crashing sub-state
Driving sub-state
(default)
Player 1 Timeline
Player 2 Timeline
Free
Driving
State
Awards
State
(noninteractive)
Race start
announceme
nt
Race start
Awaiting
Results State
(noninteractive)
Time
Race State
SUMMARY
Scarica

Chapter 10 - Networked Graphics