Post-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions
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Date
2020Author
Kim, Joohwan
Knowles, Pyarelal
Spjut, Josef
Boudaoud, Ben
Mcguire, Morgan
Metadata
Show full item recordAbstract
End-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.
BibTeX
@inproceedings {10.1145:3406187,
booktitle = {Proceedings of the ACM on Computer Graphics and Interactive Techniques},
editor = {Yuksel, Cem and Membarth, Richard and Zordan, Victor},
title = {{Post-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions}},
author = {Kim, Joohwan and Knowles, Pyarelal and Spjut, Josef and Boudaoud, Ben and Mcguire, Morgan},
year = {2020},
publisher = {ACM},
ISSN = {2577-6193},
DOI = {10.1145/3406187}
}
booktitle = {Proceedings of the ACM on Computer Graphics and Interactive Techniques},
editor = {Yuksel, Cem and Membarth, Richard and Zordan, Victor},
title = {{Post-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions}},
author = {Kim, Joohwan and Knowles, Pyarelal and Spjut, Josef and Boudaoud, Ben and Mcguire, Morgan},
year = {2020},
publisher = {ACM},
ISSN = {2577-6193},
DOI = {10.1145/3406187}
}