The method of dealing with lags by changing the architecture of the levels “on the go”


While he works at Flappy Bird.

At the end of April, scientists from the Korean Institute of Advanced Technology and Aalto University announced that they had developed an input delay compensation system based on changing the level geometry in the game.

As a rule, the lag is compensated for by “unwinding” the events of the game for a time equal to the delay, and then applying the player’s input data. This leads to the fact that the user notices the discrepancy between the local information and that which the compensation system gives him.

The scientists called their method “geometric compensation” and demonstrated its work on the example of Flappy Bird. To do this, the researchers had to artificially create a log.

The essence of “geometric compensation” is that the distance between the pipes through which the bird must fly, automatically changes depending on the delay on the player’s side. Thus, even users with reduced management responsiveness are more likely to succeed.

While the technology is at an early stage of development. How exactly it can be applied in a three-dimensional game is unknown.


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