Dead-Reckoning (DR)  is an effective method to maintain consistency for  Continuous Distributed Multiplayer Games (CDMG) . Since DR can filter most unnecessary state updates and improve the scalability of a system, it is widely used in commercial CDMG. However, DR cannot maintain high consistency, and this constrains its application in highly interactive games. With the help of global synchronization, DR can achieve higher consistency, but it still cannot eliminate  before inconsistency . In this paper, a method named  Globally Synchronized DR with Local Lag (GS-DR-LL) , which combines local lag and  Globally Synchronized DR (GS-DR) , is presented. Performance evaluation shows that GS-DR-LL can effectively decrease before inconsistency, and the effects increase with the lag.
['Yi Zhang', 'Ling Chen', 'Gencai Chen']
Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games