I'm Alexandru, a recent grad from Staffordshire University, now a network developer at Rockstar Games.
In the final university year I've worked on this dissertation project, which focused on managing latency in online games where lag is an important factor in determining gameplay performance. The paper was received well in the academia (1st prize from the British Computer Society and another prize from the GradEx presentation held at Staffordshire) and I am currently in the process of publishing the paper in a computing journal. Firstly, however, I wanted to make it available in several game development circles in order to gather some feedback.
Here is the full paper, including playable artifact and ppt presentation I've used: https://mega.nz/#!fEtQWJ6b!21fH7uSznEy_8COqkbxPqFG7Q54GZYnI83twjd1rx34
or this one if the above doesn't work for you:
Please feel free to comment on it, ask questions or say anything you would like, I appreciate any criticism I might receive. The first chapter (methodologies) is a filler required by the university course, and is somewhat irrelevant to the paper. Here's the abstract as well to get an idea of what the project was about:
Multiplayer games have evolved tremendously in the past years, and already games like World of Warcraft [Blizzard Entertainment] or Eve Online [CCP Games] are celebrating over a decade since their initial launch. With more and more games offering the possibility of engaging with other players via online gameplay, one issue has persisted throughout the years. Poor network conditions or simply the distance between game servers and the players have been causing issues even to games released by the biggest of publishers.
High latency, jitter or packet loss (all commonly described as lag), have been the root cause of the majority of negative experiences in online gaming. Various games have attempted to fix these issues by developing different protocols for their games and servers, such as time dilation mechanisms or advanced lag compensation techniques. However, there have been recent games that have struggled with latency or other networking related issues, for example Battlefield 4. Only after several months since its launch was a patch released to address ‘netcode’ issues and improve online gameplay performance (Electronic Arts, 2014).