Conference Companion on Human Factors in Computing Systems
ACM SIGGRAPH Computer Graphics
Effect of an external viewpoint on therapist performance in virtual reality exposure therapy
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Exploring collaborative navigation:: the effect of perspectives on group performance
Proceedings of the 4th international conference on Collaborative virtual environments
Video Acceptability and Frame Rate
IEEE MultiMedia
Trade-Off Between Resolution and Interactivity in Spatial Task Performance
IEEE Computer Graphics and Applications
Evaluation of the effects of frame time variation on VR task performance
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Sharp or smooth?: comparing the effects of quantization vs. frame rate for streamed video
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Visualization Task Performance with 2D, 3D, and Combination Displays
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the ACM symposium on Virtual reality software and technology
GI '06 Proceedings of Graphics Interface 2006
Subjective impression of variations in layer encoded videos
IWQoS'03 Proceedings of the 11th international conference on Quality of service
Defining and measuring performance characteristics of current video games
MMB&DFT'10 Proceedings of the 15th international GI/ITG conference on Measurement, Modelling, and Evaluation of Computing Systems and Dependability and Fault Tolerance
Hi-index | 0.01 |
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Previous work has explored the effects of frame rate and/or resolution on a variety of multimedia applications, but most of these are less interactive than typical computer games. Previous work within the context of computer games has concentrated primarily on user actions for specific environments, such as combat in a first-person shooter game. This paper provides a detailed study of the effects of frame rate and resolution on discrete, canonical actions common to many games, shooting and navigation. The study uses a novel perspective based classification defined by the position of the camera relative to the user and the visual change in object sizes relative to the camera, to further refine the findings across a broad spectrum of game genres. A custom game with levels that combine actions and perspectives and measures user performance with different display settings provides the core for the user study experiments. Analysis for over 25 users shows that frame rate has a much greater impact on user performance than does resolution across all game perspectives and gameplay actions. Both frame rate and resolution impact user opinion on playability and quality. These insights into the effects of frame rates and resolution on user performance and opinions can guide game players in their choice for game settings and new hardware purchases, and inform system designers in their development of new hardware.