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author:

Qi, Yi (Qi, Yi.) [1] | Hao, Wen-Yuan (Hao, Wen-Yuan.) [2] | Gao, Kai (Gao, Kai.) [3]

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EI Scopus

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.

Keyword:

Electronics engineering Electronics industry

Community:

  • [ 1 ] [Qi, Yi]Fuzhou University, Xiamen Academy of Arts Design, Xiamen, China
  • [ 2 ] [Hao, Wen-Yuan]Fuzhou University, Xiamen Academy of Arts Design, Xiamen, China
  • [ 3 ] [Gao, Kai]Fuzhou University, Xiamen Academy of Arts Design, Xiamen, China

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Year: 2018

Language: English

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ESI Highly Cited Papers on the List: 0 Unfold All

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30 Days PV: 0

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