The Effects of Frame Rate and Resolution on Users Playing First Person Shooter Games
Mark Claypool
CS Department
Worcester Polytechnic Institute
http://www.cs.wpi.edu/~claypool/papers/fr-rez/
Feissal Dama Computer Games and Performance
* Latest computer games push capabilities of hardware in “quest” for more detailed, realistic graphics
* Single game runs on varied hardware
o PC : Old (600 MHz P3, 32 MB Video) or New (3 GHz P4, 256 MB Vid)
o Platform: PC, Console (i.e. Xbox), Hand-held (i.e. PSP)
o Result: Uneven hardware capabilities, opportunities for performance tuning
* Key factors for game performance are:
o Frame Rate – higher frame look smoother, provide more temporally precise feedback
o Frame Resolution – higher resolutions look better, provide more visually precise feedback
Motivation
* Unfortunately, often cannot have both high Frame Rate and high Frame Resolution
o Ex: Hand-held devices have constrained resources (small screens, limited power)
o Ex: Older computers (often, only 1 year!) cannot run latest games at maximum frame rate or resolution
* Tradeoff between Frame Rate and Frame Resolution
o Higher resolutions mean lower frame rates and vice versa
* How are frame rates and resolutions chosen?
o Game console designers and hand-held designers choose resolution for user
+ Frame rate may depend upon processing load
o PC gamers choose it by “feel”
o Not guided by science
Related Studies
* Passive Users [1,2,3,4,5,6,7]
o Users assess video with various frame rates and resolutions
o Generally, decrease resolution then decrease quality, but decrease in frame rate less so
* Active Users [8,9,10,11]
o Users perform tasks under various frame rates and frame resolutions
o Generally, extremely low frame rates impact performance, but frame rates of 4+ can be acceptable
* Overall – more passive than most games and tradeoffs not compared
* Our goal – Effects of Frame Rate and Frame Resolution on User Performance for Games
Methodology – Select Game
* First Person Shooter (FPS)
o Popular genre, especially for online play
o Requires intense player interaction with time-critical decisions
+ Impairment to the display quality can cost virtual lives
* Quake III Arena
o Still fairly popular (~700 active servers via GameSpy)
o Representative of current FPS games in terms of perspective, weapon choices and gameplay
o Allows control of frame rate and resolution at startup
Popularity: 7% [?]
Tags: First-person shooter, Frame Rate, Games, Kajal Claypool, Mark Claypool, Online game, PC, Personal computer, playstationportable, Quake III Arena, Video game, Worcester Polytechnic Institute, Xbox


