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author:

Qi, Y. (Qi, Y..) [1] | Hao, W.-Y. (Hao, W.-Y..) [2] | Gao, K. (Gao, K..) [3]

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Abstract:

With the continuous development of communication technology, most of user latency happens within 150ms. Thus, some fast-paced frame sync network games begin to appear in large quantities. As fighting games are featured by a large number of quick operations in a short period of time, the requirements on actual operation and screen synchronization become higher. This paper attempts to put forward some optimization measures to solve the problems of frame-synch fighting games. © 2018 IEEE.

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  • [ 1 ] [Qi, Y.]Fuzhou University, Xiamen Academy of Arts Design, Xiamen, China
  • [ 2 ] [Hao, W.-Y.]Fuzhou University, Xiamen Academy of Arts Design, Xiamen, China
  • [ 3 ] [Gao, K.]Fuzhou University, Xiamen Academy of Arts Design, Xiamen, China

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2018 IEEE International Conference on Consumer Electronics-Taiwan, ICCE-TW 2018

Year: 2018

Language: English

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ESI Highly Cited Papers on the List: 0 Unfold All

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Chinese Cited Count:

30 Days PV: 1

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