Patent attributes
A gameplay aspect, such as a hit volume, can be determined for a player-controlled gameplay element based at least in part upon a variance in input packet receipt timing. For games such as asynchronous multiplayer games where client devices are authoritative with respect the passage of time, players can obtain an unfair advantage but adjusting the timing of the input packets sent for those players. In order to address this potential unfairness, a hit volume for a player character can be increased in size according to the amount of timing variance, such that the player cannot avoid interactions as a result of the variation. A velocity vector can be used to sweep the hit volume in the direction of the velocity vector, and the variance can be used to increase the magnitude of the vector in order to expand the size of the hit volume for that gameplay object.