Gaming at Warp Speed: Improving Aiming with Late Warp
Ben Boudaoud
Pyarelal Knowles
Joohwan Kim
Josef Spjut
[email protected]
NVIDIA
USA
[email protected]
NVIDIA
USA
[email protected]
NVIDIA
USA
[email protected]
NVIDIA
USA
Cloud Gaming Model
Streaming Client
Warp (optional)
Streaming Server
Network
Game Client
Network
Game Server
Figure 1: (left) In the cloud gaming paradigm, network latency is added to the game client, resulting in worse aiming performance from players. Late warp, a technique used to prevent simulator sickness in VR, can be applied to first person shooter
(FPS) games to mitigate this latency penalty. Using a web-based FPS game (middle), players can test their skill against latency,
as well as with late warp correction to see how much late warp helps, even when a naive implementation adds significant
guard band artifacts (right). SIGGRAPH virtual conference attendees can run the web app for themselves at home.
ABSTRACT
1
Latency can make all the difference in competitive online games.
Late warp is a class of techniques used in VR that can reduce latency
in FPS games as well. Prior work has demonstrated these techniques
can recover most of the player performance lost to computer or
network latency. Inspired by work demonstrating the usefulness
of late warp as a potential solution to FPS latency, we provide an
interactive demonstration, playable in a web browser, that shows
how much latency limits aiming performance, and how late warp
can help.
In a computer system, latency is the time from an event until an
affiliated result. For interactive graphics applications, a primary
example is the time from an input until the results of that input
are seen by the user. When visual output is a core part of the
interaction this latency is arguably most important to the user. In
this work, we focus on latency in first person shooter (FPS) video
games, or other applications that use a similar control scheme
of moving the mouse to rotate an egocentric camera view. FPS
games are interesting in particular, as their competitive nature pits
human against human, where the most skilled player will win. This
competition encourages players to practice and refine their skill
to the point that the computer interface becomes and extension of
their hands, not unlike the way a paint brush is an extension of the
hand for a skilled painter, or heavy machinery is an extension of the
human operator. Furthermore, in recent years competitive esports
has established a market for the most skilled professional gamers
to compete for prizes, and to produce entertainment for spectators.
This growth in expert use of interactive computer graphics is an
exciting opportunity for new computer graphics and interaction
techniques.
One such class of techniques are late warps, described at greater
length in Section 3. Using late warps, some interaction delays are
reduced, and cloud-rendered graphics can be brought (temporally)
closer to the user. Armed with this understanding, users can experience the benefits of late warp through the interactive web
application described in Section 4. This work is the first simple,
interactive demonstration of the impacts of latency on FPS aiming
in cloud gaming and use of a rotation-only late warp for mitigating
these effects, which has been made widely available for anybody
to experience in their web browser1 .
CCS CONCEPTS
· Human-centered computing → Pointing devices; User models; User studies; · Applied computing → Computer games.
KEYWORDS
pointing devices, mouse, latency, first person targeting, games
ACM Reference Format:
Ben Boudaoud, Pyarelal Knowles, Joohwan Kim, and Josef Spjut. 2021.
Gaming at Warp Speed: Improving Aiming with Late Warp. In Special
Interest Group on Computer Graphics and Interactive Techniques Conference
Emerging Technologies (SIGGRAPH ’21 Emerging Technologies ), August 9ś
13, 2021, Virtual Event, USA. ACM, New York, NY, USA, 4 pages. https:
//doi.org/10.1145/3450550.3465347
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SIGGRAPH ’21 Emerging Technologies , August 9ś13, 2021, Virtual Event, USA
© 2021 Association for Computing Machinery.
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https://doi.org/10.1145/3450550.3465347
INTRODUCTION
1 Available
at https://nvlabs.github.io/latewarp-s2021/
Game State Update
(5-10 ms)
(~5 ms)
State Distribution
Warp
(<2 ms)
Warp
(<2 ms)
Today's Approach
Warp Modification
Display
(2-20 ms)
State Distribution
(5-10 ms)
Render
(10-20 ms)
Display
(2-20 ms)
Encode
(~5 ms)
Game Client
SIGGRAPH ’21 Emerging Technologies , August 9–13, 2021, Virtual Event, USA
Boudaoud et al.
Cloud Gaming Model
Mouse
Game Server
Forward Input
Client State
Network
Decode
Network
Game State Update
Warp
1.1
Streaming Server
Game State Simulation
and Validation
State Distribution
Render
Display
Encode
2
THE LATENCY PROBLEM
When users talk about latency in computer systems, they are often
referring to communication, or round-trip, time in a wide area
network. This is common as the world wide web allows computers
to connect to each other over large distances, but as a result often
creates a majority of the latency experienced by users. Wide area
networks may be poorly organized or congested, and electrical
or optical signals take time to propagate through copper or fiber
links. Today, the speed of light provides an effective lower bound
on network latency, assuming all other problems can be solved,
implying transmission time halfway around the earth cannot be
less than about 70 ms. Given this physical limit, it is impressive
than network connections between continents rarely exceed 200
ms.
Another, often taken for granted, but critically important latency
is the input-to-output, or end-to-end latency of a system. This latency defines the time from a user providing an input (e.g., a mouse
movement) to the time the system updates its visual output based
on this input (e.g., rotates the view direction). While network latency has come to dominate most discussions in online play, local
end-to-end latency can have more immediate impacts on player
performance [Liu et al. 2021].
Cloud gaming applications like GeForce Now, Google Stadia,
Amazon Luna, PlayStation Now, and Microsoft Project xCloud all
provide users the ability to offload part of a game application, that
typically runs locally, to cloud servers. As demonstrated in Figure 2,
the partitioning of the game client between this streaming server
and client adds a network round trip time to the end-to-end latency.
Cloud service providers attempt to distribute streaming servers at
various data centers in an effort to reduce this round trip latency.
Of course latency has always existed between the game client and
game server, and a large part of the client-server architecture for
multiplayer games works to hide, or reduce, that latency. Unfortunately, these latency-hiding techniques remain exclusive to the
streaming server side of the game client in today’s systems.
While cloud gaming latency is significant, and a commonly cited
barrier to entry for potential customers, even local gaming performance is impacted by latency. Input devices add delay while
handling events and waiting for USB frame timing, and displays’
worst-case LCD pixel transition times are often much higher than
MacKenzie
Friston
1.0
Teather
0.9
0.8
0.7
0.6
Game Client
Figure 2: Cloud gaming can add significant latency to the
user interaction loop by putting a network connection in the
middle of the game client.
Ivkovic
Task completion time (s)
Streaming Client
0
50
100
150
Latency (ms)
200
Figure 3: A comparison of results from prior art regarding
the impacts of latency on average task completion time.
the advertised gray-to-gray transition time, particularly when using overdrive settings. Recent techniques like NVIDIA Reflex and
AMD’s Anti-Lag work to optimize game render-to-display latency.
Even so, the best-optimized local gaming systems still experience
an average of over 10 ms of latency from input to visual output.
There exists a large body of work studying impacts of latency on
the human computer interaction loop, we summarize some relevant
previous results in Figure 3. Much of this work has focused on
traditional mouse and pointer interfaces where a cursor, or pointer,
input is located on a single 2D plane [Cattan et al. 2015; Jota et al.
2013; MacKenzie and Ware 1993; Teather et al. 2009]. In this context,
latency increases the amount of time it takes a user to select a target
by more than just the latency added to the system. This work has
been successful at informing user interface design, as well as stylus
and touch interfaces for mobile phones and tablets.
While the 2D pointer use case is important for many interfaces,
3D video games display a 2D projection of a 3D virtual world, and
allow the mouse or controller to direct the player’s view within that
world. This input modality is distinct in that the 3D view projection
is non-linear over view angle, particularly when using wide field of
view perspective projections. However, [Looser et al. 2005] showed
that 3D targeting task difficulty follows approximately the same
Fitts’ Law [Fitts and Peterson 1964] trend as 2D tasks. In this context, recent work [Ivkovic et al. 2015; Spjut et al. 2019a, 2021] has
demonstrated the impact of latency on aiming task performance in
First Person Shooter (FPS) games, which use perspective projection.
Our demo, described in Section 4, quantifies the impact of 80 ms
of added latency on player performance in the FPS context.
3
LATE WARP
Late warps are a family of techniques, popularized by virtual reality
(VR) headsets, to reduce the latency of some input on the final image
displayed to a user. In the VR context, the most important latency to
reduce is that of head motion-to-video output, since any error from
latency can cause loss of immersion, simulator sickness, or even loss
of balance. While VR commonly uses late warp techniques to reduce
latency from head motion, it typically allows for higher latency
from controller input or simulation. This is seen as a reasonable
trade off because the most important problem to solve is that of
motion sickness and/or loss of immersion.
Latency in My Game
SIGGRAPH ’21 Emerging Technologies , August 9–13, 2021, Virtual Event, USA
Figure 5: A screenshot of our demo app in sandbox mode.
The green ball is a target, the black cross is the aiming reticle
and the sandbox configuration UI is on the right.
Figure 4: Average task completion time showing the performance penalty from 80 ms of added latency. Rotation-naive
(RN), rotation-oracle (RO) and translation-rotation-oracle
(TRO) warps all mitigate this completion time penalty. Figure from [Kim et al. 2020].
More recently, [Kim et al. 2020] proposed the application of late
warp to FPS games, particularly for gamers interested in competitive esports. Kim et. al. proposes three modifications to traditional
rendering we collectively refer to as a rotation-naive (RN) warp:
(1) Capture input(s) from the user at the latest possible moment
(2) Apply these input(s) to the most recently rendered image,
re-projecting the image to a novel view point
(3) Allow the game to use the state from the resulting novel
view point for simulation
When all three of the modifications above were applied in a
relatively realistic situation, users showed an improvement in aiming time of around 80% of the penalty introduced by adding 80ms
to the baseline system latency. Note that the RN implementation
includes image artifacts, including distracting black borders from
a lack of guard bands, yet a performance benefit exists even with
this imperfect view. This work also presents data for theoretical or
oracle warp conditions, instead rendering images directly from the
correct view point, to show that beyond the most naive late warp,
there is still room for a bit more aiming performance improvement.
These implementations are referred to as rotation-oracle (RO) and
translation-rotation-oracle (TRO) warps, and are compared to the
RN warp in Figure 4.
In this work, we focus on items (1) and (2) from the list of RN
modifications above, opting to provide an accessible demonstration
of this technology that anyone can experience in a web browser at
home. We feel that wide access to this demo is vital to motivating
researchers and scientists with the understanding and ability to
apply solutions like late warp to a wide variety of applications.
4
WEB DEMO
We developed a web-based application to demonstrate the effects
of latency and late warp on aiming performance. This application
uses Three.js (WebGL) for rendering, and provides an interactive
FPS game environment where a series of targets must be eliminated as quickly as possible. It provides some basic aim training
functionality similar to Aim Lab, KovaaK’s FPS Aim Trainer and
FirstPersonScience [Spjut et al. 2019b]. A screenshot of the application is provided in Figure 5.
In order to help users understand the impact of latency and benefits of late warp corrections, our demonstration includes three
conditions where the only changes are the latency of the system
and the application of a rudimentary, rotation-only late warp technique. The first condition is a baseline, which represents the lowest
latency possible for the web application on the user’s computer
hardware. We provide a series of training trials in this condition to
help familiarize users with the aiming system, adjust their mouse
sensitivity, and allow them to acclimate to the native latency condition. The second condition adds approximately 80 ms of latency in
an effort to emulate round trip time to a regional cloud rendering
server. This demonstration shows that by adding cloud or other
latency to the system, the ability of the player to efficiently hit targets is measurably reduced. In the third condition we "correct" the
80 ms of added end-to-end latency by running a rotation-only late
warp on the delayed condition video with the most recent mouse
input. This allows users to experience the impacts of latency as
well as the potential performance gain offered by a simple warp
technique. When run by one of the authors, the result was as seen
in Figure 6.
4.1
Latency Injection in a Web Application
To mimic the effects of increased system latency in a web application we buffer and delay user inputs before altering game state
using them. This increases the time from receiving an input to
updating the scene for rendering based upon it. Typical Javascript
input event handlers are used to route events into queues that are
then processed on a per animation frame basis. We offer support
for either allowing the browser to automatically call this animation
function via requestAnimationFrame(), or attempting to manually time frames using the setTimeout() method. In cases of high
system frame rates we suggest use of automatic, browser-based
updates due to limitations in setTimeout() time granularity, and
accordingly adopt this as our default setting for the experiment.
SIGGRAPH ’21 Emerging Technologies , August 9–13, 2021, Virtual Event, USA
Boudaoud et al.
Figure 6: Demo results comparison for one of the authors.
4.2
Player Experience
When running the experiment users should make sure they have the
latest updates to their web browser. We developed the application2
to work with Chrome, and have tested that it works as intended in
Chrome, Firefox and Edge on Windows 10.
Upon visiting the hosted page, or opening the HTML directly
on their machine, the user enters the experiment mode of the application. In this mode they complete a brief training/adaptation
session, followed by three different sessions, each containing an
equal number of trials consisting of eliminating a single target. A
session begins by presenting a red reference target, intended to
reset the vertical aim direction, which when hit by the player begins the session’s trials. Each trial consists of a single green target
that moves along a linear path, the direction of which changes
periodically (every 1-3s) or when it comes into contact with scene
geometry. The player tries to eliminate targets as quickly as possible by translating the mouse to align the view direction indicator or
reticle with the target, then clicking to eliminate it, spawning a new
target. The banner at the top of the screen displays the remaining
target count when in experiment mode. Once all targets are eliminated, a session is completed. When all sessions are completed the
application displays a summary indicating the change in average
completion time, accuracy, and actual latency between the sessions.
By pressing shift at this summary the user enters sandbox mode,
wherein they can customize many of the parameters included in
this experiment including frame rate and delay (latency), use of
a simple late warp, scene geometry, player height and motion, as
well as target and weapon behavior. When in sandbox mode the
banner at the top of the screen displays targets destroyed, average
completion time, and overall accuracy and can be reset by pressing
the R key at any time.
5
CONCLUSION
Reduced latency is beneficial for interactive applications, with the
magnitude of benefit depending largely on the specific details of
each application and its interaction. The FPS game genre was selected for this demonstration because of the known impact of latency on performance and its broadening appeal in the growing
esports market. Our web-based demo enables users to experience
the impacts of latency and benefits of late warp from the safety
of their own home, even while the COVID-19 pandemic has prevented gathering the SIGGRAPH community this year. We hope
2 Available
at https://nvlabs.github.io/latewarp-s2021/.
attendees will be inspired to consider latency in future work after
experiencing this demo and reviewing the referenced user study
results. We aspire to bring previously VR-specific techniques like
late warp to a broader audience, enabling the next generation of
graphics systems distributed across higher latency environments.
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