Perspectives, Frame Rates and Resolutions: It's all in the Game Mark Claypool Worcester Polytechnic Institute Worcester, MA, USA Kajal Claypool MIT Lincoln Labs Lexington, MA, USA http://www.cs.wpi.edu/~claypool/papers/perspective/ Computer Games and Performance • • Latest computer games push capabilities of hardware in “quest” for more detailed, realistic graphics Single game runs on varied hardware • Key factors for game performance are: – PC : Old (600 MHz P3, 32 MB Video) or New (4 GHz P4, 512 MB Vid) – Platform: PC, Console (i.e. Xbox), Hand-held (i.e. PSP) – Result: Uneven hardware capabilities, opportunities for performance tuning – Frame Rate – higher frame look smoother, provide more temporally precise feedback – Frame Resolution – higher resolutions look better, provide more visually precise feedback FDG, Orlando, FL, USA 2 Motivation • Unfortunately, often cannot have both high Frame Rate and high Frame Resolution – Ex: Hand-held devices have constrained resources (small screens, limited power) – Ex: Older computers (often, only 1 year!) cannot run latest games at maximum frame rate or resolution • Tradeoff between Frame Rate and Frame Resolution • How are frame rates and resolutions chosen? – Higher resolutions mean lower frame rates and vice versa – Game console designers and hand-held designers choose resolution for user • Frame rate may depend upon processing load – PC gamers choose it by “feel” – Can we guide by science? FDG, Orlando, FL, USA 3 Related Studies • Passive Users [1,10,12,20,22,24,25] • Active Users [14,15,16,18,23] • Games [3,5] • – Users assess video with various frame rates and resolutions – Generally, decrease resolution decreases perceived quality, but decrease in frame rate less so – Users perform tasks under various frame rates and frame resolutions – Generally, extremely low frame rates impact performance, but frame rates of 5+ acceptable – Different than video: frame rate matters, not resolution – But First Person Shooters only Our goal – Effects of Frame Rate and Frame Resolution on User Performance for Games FDG, Orlando, FL, USA 4 Effects of Frame Rate and Resolution • Impact of frame rate and resolution depends upon action in the game – Consider fundamental actions: shooting and navigating • Hypotheses 1. Shooting greatly impacted by frame rate 2. Navigating less impacted by frame rate 3. Resolution has little impact on player performance 4. 1-3 hold across game genres based on camera perspectives FDG, Orlando, FL, USA 5 Outline • Introduction • Game Perspectives • Approach • Results • Conclusions FDG, Orlando, FL, USA (done) (next) 6 • Game Perspectives Based on: – placement of camera with respect to the avatar – visual change in object sizes relative to camera First Person Linear Third Person Isometric FDG, Orlando, FL, USA Third Person Linear 7 Methodology • Develop games • Build test harness • Setup environment • Solicit users • Analyze results • Disseminate (this talk ) FDG, Orlando, FL, USA 8 Game Development • • • • Implementation using Game Maker w/stock art Three games (1st, 3rd linear, 3rd isometric) Two levels (navigating and shooting) for each game Normalized so rates of shooting and navigating same across genres Third Person Isometric FDG, Orlando, FL, USA First Person Linear 9 Third Person Linear • • • • Test Harness In Visual Basic Tutorials on navigation level, shooting level 36 game sessions (3 perspectives, 4 frame rates, 3 resolutions) – 15 seconds each session – Took ~15 minutes total Questionnaire at end of each session FDG, Orlando, FL, USA 10 Experiment Environment • Campus computer lab • Dell Precision 380 Computers – – – – Pentium D 3.0 GHz Dual Core Dell 1907 Flat Panel displays 2 GB of RAM Monitor resolution 1280x1024 pixels • Users kept at least one computer apart – Reduce distraction from adjacent people. FDG, Orlando, FL, USA 11 User Solicitation • Flyers posted around campus • Oral announcements in courses • Email to various student groups • Enticed with: – Raffles for $25 Best Buy gift certificates – Extra credit for select academic courses FDG, Orlando, FL, USA 12 Outline • Introduction • Game Perspectives • Approach • Results – – – – (done) (done) (done) (next) Demographics Navigating Shooting Perception • Conclusions FDG, Orlando, FL, USA 13 User Demographics • 27 users • Most CS undergraduates • 89% male • 74% 16-25 years • 60% played 6+ hours of games per week – Time correlated with user performance • 25% casual gamers • 50% hardcore or almost hardcore FDG, Orlando, FL, USA 14 Navigating versus Frame Rate • • Distinct trendlines suggests 3rd isometric easiest Slight increase with frame rate for 1st and 3rd linear FDG, Orlando, FL, USA 15 Navigating versus Resolution • • Distinct trendlines FDG, Orlando, FL, USA 16 Flat with resolution Shooting versus Frame Rate • • • 3rd isometric highest, easiest to locate target 1st and 3rd linear overlap “Knee” at 15 f/s (7 f/s unplayable for 1st and 3rd linear) FDG, Orlando, FL, USA 17 Shooting versus Resolution • • Distinct 3rd iso FDG, Orlando, FL, USA 18 Flat with resolution Playability and Quality FDG, Orlando, FL, USA 19 • • • Conclusions Frame Rate larger impact on performance than Resolution – Frame Rate critical for adequate game performance • Marked drop in performance below 15 fps – Resolution has little effect on user performance • Users as effective from 800x600 to 1280x1024 – Holds across all perspectives and actions Frame Rate and Resolution both important for user perception – Playability mirrors frame rate – Quality slight upward trend with resolution Dramatically different previous research on video – Showed converse, that Resolution mattered more – Suggests challenges in designing devices for games and video FDG, Orlando, FL, USA 20 Perspectives, Frame Rates and Resolutions: It's all in the Game Mark Claypool Worcester Polytechnic Institute Worcester, MA, USA Kajal Claypool MIT Lincoln Labs Lexington, MA, USA http://www.cs.wpi.edu/~claypool/papers/perspective/
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