![]() And just like 5G, the new AR experience is all about connection and speed. That means everyone on your video call can see and interact with the same experience as though they are in the same room. The underlying Spark AR technology enables creators and developers to build effects that deliver concurrent, collaborative experiences across multiple screens. Group Effects are a new type of real-time social AR experience that recently launched on Messenger and Instagram, and we are one of the first brands to create one. Plus, AT&T 5G offers more capacity than its predecessor, making it perfect for your group’s video call to stay in synch. When you play with AT&T 5G, we’ll fuel your competition with faster speeds and lower lag times to deliver a seamless gaming experience on your end. What’s the 5G difference? Warp Speed Worm is a fast-action, interactive video calling game that our fast, reliable, secure 5G was made for. It’s as easy as video calling a friend – or three – to get started! Starting today, you can play Warp Speed Worm, an amazing new Group Effect on the Messenger and Instagram apps. Building on the insights from the Space Jam: A New Legacy AR Effect, AT&T* is back with a new augmented reality (AR) effect for you and your friends. What’s the news? We’ve come a long way since the first mobile game, so we’re putting a 5G twist on a classic. Video Call Your Friends and Play “Warp Speed Worm” with Fast, Reliable, Secure AT&T 5G for Enhanced Fun More specifically, all late-warp conditions eliminated 80-90% of the player performance penalty caused by high latency.Download release (PDF) AT&T 5G Launches New AR Effect on Messenger and Instagram However, all late-warp conditions, including even the simplest condition, let players perform like they did in the 25ms latency condition. Unsurprisingly, players performed significantly worse in the 105ms latency condition than in the 25ms latency condition. By simulating latency and late-warp in a single application, all variables in the experiment could be tightly controlled.ĭifferent conditions were chosen to bound the effectiveness of possible late-warp implementations, both giving more broadly applicable results and avoiding confounding effects from specific implementation details. They were subjected to a number of simulated latency conditions, some with late-warp enabled. Some tasks required the players to move in order to hit targets. Participants completed aiming tasks in a purpose-built FPS game, running on PCs with NVIDIA RTX 2080 Ti GPUs. The paper presents results from a user study. The same technology could be applicable to other interactive video applications such as remotely-rendered content creation and robotic teleoperation. Using late-warp to mitigate latency could increase accessibility of many games and gaming platforms for less serious players and when applied on local systems. Consequently, serious esports players still choose to play on a local setup. Cloud gaming adds streaming latency which reduces player performance. Computer system latency can significantly affect their ability to play at their best. Competitive gamers playing esports want to maximize their performance. Late-warp is a known technique in VR for hiding latency, but its effectiveness in competitive esports is under-explored. The paper shows even basic implementations can effectively mitigate latency on the order of 80ms (see below), which might be seen in cloud gaming systems. This is an oversimplification but a real “late-warp” transformation is similar. Instead, an existing frame can be moved to the left to show the result much sooner (see above). The HPG2020 paper, Post-Render Warp with Late Input Sampling Improves Aiming Under High Latency Conditions, by NVIDIA research shows how player performance changes when rendered frames are updated based on more recent input.įor example, when a player aims to the right with the mouse it would normally take some time for that action to be received, rendered and displayed. Can this be useful for desktop gaming too? NVIDIA research presents results from a study that seeks to better understand this application of late-warp. Here, late-warp is a necessary trick, which “re-projects” a rendered image for a more recent view just before displaying it. For an immersive experience, new images must be rendered quickly to reflect the slightest head movements – in a matter of milliseconds. Virtual reality (VR) is very sensitive to latency.
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