This is the companion repository to the short paper and poster of the same name being presented at ITC30.
This work is a refinement of the video game lag model defined in our previous work. It attempts to apropriately model all the components that contribute to lag in online video games and combine them to a handy simulation framework.
This repository contains:
- the actual short paper and all of its source (in the root dir)
- the poster to be presented at ITC30 (in
poster
) - the refined simulation framework (in
simulation
) - the portion of the recorded data that was evaluated in this paper (in
simulation
) - the actual simulator and the evaluation and plotting scripts in R (in
simulation
)
All resources here are free to use under CC BY-SA 4.0.
Poster "Exploring the Transmission Behaviour of Overwatch: The Source of Lag"
Short paper "Games and Frames: A Strange Tale of QoE Studies"
Paper "A Comprehensive End-to-End Lag Model for Online and Cloud Video Gaming"