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|Session Name:||Fighting Latency on Call of Duty Black Ops III|
|Track / Format:||Programming|
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Latency in multiplayer games is hard to fight because it is hard to measure. Classical profiling techniques involve looking at network and CPU captures and they reveal the obvious offenders. But when everything there looks fine and the players are still complaining that it doesn't "feel" right, where do you go next?
For Black Ops III high-speed cameras and instrumented gamepads to see what was really happening frame by frame were used. This talk will discuss how the team analysed the latency of shooting, jumping, changing stance, strafing and damage feedback. The talk will also look at the local input lag, the line-of-sight advantage of client-side prediction, the perceived time-to-kill and the effectiveness of lag compensation techniques.
Benjamin will present what was learned using this new measurement technique and show where an unsuspected amount of latency was found.