The effect of latency on user performance in Real-Time Strategy games

Author:

Claypool Mark

Publisher

Elsevier BV

Subject

Computer Networks and Communications

Reference19 articles.

1. A web server’s view of the transport layer;Allman;ACM Computer Communication Review,2000

2. G. Armitage, Lag over 150 milliseconds is unacceptable, May 2001. Available from: .

3. Y.W. Bernier, Latency compensating methods in client/server in-game protocol design and optimization, in: Proceedings of the Game Developers Conference, February 2001. Available from: .

4. P. Bettner, M. Terrano, 1500 Archers on a 28.8: network programming in age of empires and beyond, Gamasutra, March 2001. Available from: .

5. N. Bhatti, A. Bouch, A. Kuchinsky, Integrating user-perceived quality into web server design, in: Proceedings of the 9th International World Wide Web Conference, Amsterdam, Netherlands, May 2000.

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