The effects of latency on player performance in cloud-based games
暂无分享,去创建一个
[1] Ryan Shea,et al. Cloud gaming: architecture and performance , 2013, IEEE Network.
[2] Tobias Hoßfeld,et al. An Evaluation of QoE in Cloud Gaming Based on Subjective Tests , 2011, 2011 Fifth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing.
[3] Mark Claypool,et al. The effect of latency on user performance in Real-Time Strategy games , 2005, Comput. Networks.
[4] Kajal T. Claypool,et al. Latency and player actions in online games , 2006, CACM.
[5] Mark Claypool,et al. The effects of latency on online madden NFL football , 2004, NOSSDAV '04.
[6] Mark Claypool,et al. The effects of loss and latency on user performance in unreal tournament 2003® , 2004, NetGames '04.
[7] Hartmut Ritter,et al. The effect of latency and network limitations on MMORPGs: a field study of everquest2 , 2005, NetGames '05.
[8] Mark Claypool,et al. On the performance of OnLive thin client games , 2014, Multimedia Systems.
[9] Victor A. Clincy,et al. Subjective Evaluation of Latency and Packet Loss in a Cloud-Based Game , 2013, 2013 10th International Conference on Information Technology: New Generations.
[10] Cheng-Hsin Hsu,et al. On the Quality of Service of Cloud Gaming Systems , 2014, IEEE Transactions on Multimedia.
[11] Luigi Rizzo,et al. Dummynet revisited , 2010, CCRV.
[12] Grenville J. Armitage,et al. An experimental estimation of latency sensitivity in multiplayer Quake 3 , 2003, The 11th IEEE International Conference on Networks, 2003. ICON2003..
[13] Lars C. Wolf,et al. On the impact of delay on real-time multiplayer games , 2002, NOSSDAV '02.