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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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Year: 2018
Language: English
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