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This paper presents a dynamic, rate-based method that regulates consistency, in response to changes in the underlying network, for client-server-based Multiplayer Computer Games. It operates on the premise that, as the network conditions between client and server changes, so too does the inconsistency from the client's viewpoint. Hence, adapting the rate of updates between the server and the client can help maintain an acceptable level of consistency.
Date of Conference: 25-27 Oct. 2012