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Neuro-Reckoning May Reduce MMOG Time Lag

Hugh Pickens writes "Time lag can cause some very strange behavior in massively multiplayer online games when players' actions onscreen become slow and jerky. New techniques are on the way to reduce the problem of lag time in MMOGs when a player's computer can't keep up with changes in a shared online world. Games like Quake use a technique called dead reckoning and while traditional dead-reckoning systems that assume that a game character will maintain the velocity and direction that it has at the moment an update is sent to all other participating computers; dead reckoning works best for movement and shooting and less well for erratic actions such as interacting with objects or with other players. Read the abstract of new technique called 'neuro-reckoning' that may improve the predictive process by installing a neural network in each player's computer to predict fast, jerky actions."

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  1. Not that kind of intelligence by SerpentMage · · Score: 4, Informative

    The article is not talking about that kind of intelligence. They are talking about split second intelligence. They are talking about being about 500 msec of packets being the main scene...

    --

    "You can't make a race horse of a pig"
    "No," said Samuel, "but you can make very fast pig"