Title: Effects of Display Settings on User Performance in First-Person Shooters Frame Rate and Resolution on Movement Related Tasks
1Effects of Display Settings onUser Performance
inFirst-Person ShootersFrame Rate and
Resolution on Movement Related Tasks
- Tim Connor
- Adam Fiske
- Ryan Kennedy
- with
- Professor Mark Claypool
2Overview
- We tested the effects of frame-rate and
resolution on user performance in first-person
shooters. - Specifically, we tested the effects they have a
on players movability. - Three basic movements
- Walking
- Running
- Jumping
- Recognition
3Related Works
- Several studies were done the effects of
frame-rate and resolution on streaming video. In
this case, framerate can be very low and users
can still percieve what is going on just fine,
but higher resolutions make things much better.
This is passive media, whereas our study deals
with active media. - McCarthy, John D, Sasse, Angela, and Miras,
Dimitrios. Sharp or Smooth? Comparing the
Effects of Video Quantization vs. Frame Rate for
Streamed Video. University College London,
London, United Kingdon, 2004. - Tripathi, Avanish, and Claypool, Mark. Improving
Multimedia Streaming with Content- Aware Video
Scaling. IMMCN, Durham, North Carolina, 2002. - Other studies, specifically Reddys The Effects
of Low Frame Rate on a Measure for User
Performance in Virtual Environments, show that
users performance at different movement tasks
begin to greatly increase at 15 fps. - Reddy, Martin. The Effects of Low Frame Rate on
a Measure for User Performance in Virtual
Environments. University of Edinburg, Scotland,
UK, 1997. - Swartz, Merryanna, and Daniel Wallace. "Effects
of Frame Rate and Resolution Reduction on Human
Performance." Silver Spring, Maryland, 1993 - A previous study was done very similar to ours.
Quake 3 Arena was used to study the effects
frame-rate and resolution had on users ability
to aim and shoot targets. - Claypool, Mark, Claypool, Kajal, and Damaa,
Feissal. The Effects of Frame Rate and
Resolution on Users Playing First Person Shooter
Games. MMCN, San Jose, California, 2006.
4Test Parameter and Map Development
- Frame-rates
- 15 fps
- 7 fps
- 3 fps
- Resolutions
- 640 x 480
- 512 x 384
- 320 x 240
- Four Maps
- Walking
- Running
- Jumping
- Recognition
A test harness was developed in java to randomize
the order of maps and run them.
5Walking / Running map
6Jumping Map
Resolution Map
7Test Setup
- Specs
- AMD Athlon64 3700
- 2 GB RAM
- 300 GB HHD
- nVidia GeForce 6800
- 17 Monitor
- User space Normal computer setup
- Second keyboard and monitor behind a divider away
from user - This was necessary to monitor the user and to
control the test harness
8User Performance Rating
- After the testing we developed a user performance
rating - For frame-rate maps it was based on two things
- Time taken to complete a map
- Amount of health lost during this map
- (Time)(Health Lost) Performance Rating
- For resolution maps
- Time taken
9Analysis of Performance on Walking Maps
As frame rate improves, worst performances
improve and the spreads of data points become
smaller, possibly indicating that frame-lag
effects are having less of less impact on
performance.
None of the confidence intervals overlap,
indicating that, with 95 confidence, frame rate
makes a significant difference in performance
rating for the frame rates tested.
10Analysis of Performance on Jumping Maps
As was the case in the walking maps, as frame
rate increases, the worst performances improve
and the spread of data lessens.
The overlapping of the 7fps and 15fps confidence
intervals indicates that performance at 3fps is
significantly different from performance at 7fps
and 15fps, but performance at 7fps is not
significantly different from performance at 15fps.
11Analysis of Performance on Running Maps
Similar to the results for the walking and
jumping maps, as frame rate improves, worst
performances do as well. Additionally, the spread
of the data lessens.
Like the analysis of the jumping map, the
confidence intervals for 7fps and 15fps overlap.
This tells us that there is a significant
difference between performance at 3fps and
performance at 7fps and 15fps, but not between
7fps and 15fps.
12Analysis of Performance on Resolution Maps
On the lowest two resolutions, 320x240 and
512x384, respectively, participants completed the
maps with similar distributions of time. At the
highest resolution, however, 640x480, worst
performance improved and the spread of data
lessened.
95 confidence intervals for 320x240 and 512x384
overlap with each other, but 640x480 does not
overlap with either. This indicates a significant
difference in time to completion for the
resolution of 640x480.
13Conclusions
- Frame rate impacts performance in walking,
jumping, and running. - Performance in walking maps improves
significantly with each jump in frame rate
tested. - Performance in jumping and running maps improved
significantly from 3fps to 7fps, but not from
7fps to 15fps. - Resolution impacts performance in recognition
tasks. - Time taken did not significantly improve from
320x240 to 512x384. But, 640x480 is significantly
better than both of the lower resolution.
14Future Work
- Things that could be expanded upon in this
particular study - Better demographic range to draw conclusions
between gender or age - More recent first-person shooter to make it more
relevant to today. - Effects of frame-rate and resolution on user
performance in other genres.
15The End
Questions?