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Tim Connor Adam Fiske Ryan Kennedy with Professor Mark Claypool

Effects of Display Settings on User Performance in First-Person Shooters Frame Rate and Resolution on Movement Related Tasks. Tim Connor Adam Fiske Ryan Kennedy with Professor Mark Claypool. Overview.

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Tim Connor Adam Fiske Ryan Kennedy with Professor Mark Claypool

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  1. Effects 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

  2. Overview • 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

  3. Related 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 Reddy’s 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.

  4. Test 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.

  5. Walking / Running map

  6. Jumping Map Resolution Map

  7. Test 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

  8. User 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

  9. Analysis 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.

  10. Analysis 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.

  11. Analysis 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.

  12. Analysis 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.

  13. Conclusions • 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.

  14. Future 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.

  15. The End Questions?

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