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The Pitfalls in System Design for Distributed Virtual Environments: A Case Study

There is a common understanding amongst the games industry that the Internet is a poor network infrastructure that wreaks havoc on all game engines. This view is shared amongst the Distributed Virtual Environment (DVE) research community, who traditionally find the Internet as the main culprit for disruptions in the experience of end users. In fact, the majority of the problems reside in the existing misconceptions regarding the nature of the Internet, leading to inefficient and inadequate network subsystems. This paper reports the lessons learnt from the attempt of using an existing DVE system to support collaboration using haptic devices over the Internet2.