Perspectives, frame rates and resolutions: it's all in the game

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.

[1]  Paul Richard,et al.  Effect of Frame Rate and Force Feedback on Virtual Object Manipulation , 1996, Presence: Teleoperators & Virtual Environments.

[2]  Huahai Yang,et al.  Exploring collaborative navigation:: the effect of perspectives on group performance , 2002, CVE '02.

[3]  Richard Rouse What's your perspective? , 1999, COMG.

[4]  Melanie Tory,et al.  Visualization task performance with 2D, 3D, and combination displays , 2006, IEEE Transactions on Visualization and Computer Graphics.

[5]  Olivier Verscheure,et al.  Perceptual quality measure using a spatiotemporal model of the human visual system , 1996, Electronic Imaging.

[6]  J. K. Caird,et al.  The effect of frame rate and video information redundancy on the perceptual learning of American Sign Language gestures , 1996, CHI Conference Companion.

[7]  Martin Reddy The Effects of Low Frame Rate on a Measure for User Performance in Virtual Environments , 1997 .

[8]  M. Angela Sasse,et al.  Sharp or smooth?: comparing the effects of quantization vs. frame rate for streamed video , 2004, CHI '04.

[9]  William Ribarsky,et al.  Evaluation of the effects of frame time variation on VR task performance , 1997, Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality.

[10]  Kajal T. Claypool,et al.  The effects of resolution on users playing first person shooter games , 2007, Electronic Imaging.

[11]  Mark Claypool,et al.  Improving Multimedia Streaming with Content-Aware Video Scaling , 2002, JCIS.

[12]  Stephen D. Voran,et al.  Objective video quality assessment system based on human perception , 1993, Electronic Imaging.

[13]  Kajal T. Claypool,et al.  The effects of frame rate and resolution on users playing first person shooter games , 2006, Electronic Imaging.

[14]  Kees C. J. Overbeeke,et al.  Trade-off between resolution and interactivity in spatial task performance , 1995, IEEE Computer Graphics and Applications.

[15]  Valentin S. Kisimov,et al.  Video Acceptability and Frame Rate , 1995, IEEE Multim..

[16]  Doug A. Bowman,et al.  Effects of information layout, screen size, and field of view on user performance in information‐rich virtual environments , 2007, Comput. Animat. Virtual Worlds.

[17]  Sheila S. Hemami,et al.  An analysis of subjective quality in low bit rate video , 2001, Proceedings 2001 International Conference on Image Processing (Cat. No.01CH37205).

[18]  T B Sheridan,et al.  Teleoperator Performance with Varying Force and Visual Feedback , 1994, Human factors.

[19]  Kajal T. Claypool,et al.  On frame rate and player performance in first person shooter games , 2007, Multimedia Systems.

[20]  qcMIZCV QoKNQ,et al.  Increased Display Size and Resolution Improve Task Performance in Information-Rich Virtual Environments , 2006 .

[21]  Martijn J. Schuemie Effect of an external viewpoint on therapist performance in virtual reality exposure therapy , 2002, CHI Extended Abstracts.

[22]  Ralf Steinmetz,et al.  Subjective impression of variations in layer encoded videos , 2003, IWQoS'03.