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