I. Introduction
Research has established end-to-end delay thresholds for various game genres. If the amount of latency experienced by the game exceeds its established threshold, the game becomes unplayable. [1] shows avatar games with first person perspective have a decline in player performance with latency over 100 milliseconds (msec), whereas third-person perspective games can potentially tolerate 500 msec lag. Omnipresent perspective games are more resilient to the effects of latency and jitter, allowing up to 1 second latency [1]–[2]. While these research works present valuable information, they all study “normal” game-play (i.e. without time rewind) in multiplayer settings. This paper presents findings of latency testing on a game with environment-wide time rewind abilities, where rewinds can be initiated by players concurrently within realtime cooperative networked gameplay.