Those of you familiar with our services will know how latency management is an important part of our global network solutions. You may also have seen on our news pages how latency is proving a critical issue for the Internet of Things, Cloud storage services and robotics. Well now we learn that one of the world’s biggest Internet-hogging activities is also having latency problems.
A report from Venturebeat explains that during multiplayer gaming, latency of more than 100 milliseconds can affect the experience of the gamer. Game developers and publishers need to find ways of ensuring that every amount of latency is removed from the entire value chain.
The online game provider eSports also mention that, “…some games face lag in response to the user’s commands. Game play stutters or does not respond to user input realistically. Input latency is the time between when a button is pressed and when a character starts moving on screen.”
They also point out that, “There are a lot of factors that affect what latency players can detect, but this is a primary one that is built into the game. Fighting games are built to run at 60 frames per second and players understand the games in those terms, so the latency is counted in milliseconds and then converted to be counted using frames.”
But Battle (non)sense claims that a lag free experience is what players really want but unlikely to get. “Nothing can be completely free of lag, you will always have input or network lag in your game because the game needs time to process your input and draw the next image on your screen and in a multi player game the data needs to reach the other player through the internet and then the data also needs to get processed by the other client. The worst delay in a fighter game is 145 seconds and the shortest in 25 seconds.
Genius continues to battle with latency by smart use of bespoke network connectivity that brings together best-of-breed low-latency carriers. Combined with global hubs that deliver network services from local data centres, our networks minimise delay for games where every millisecond counts.