Due to my ineptitude at fixing computer problems, I have inadvertently formatted my laptop’s hard drive to oblivion. My digital life is now on hold until I have completed my graduate duties and when I rebuild my laptop. Four months’ worth of internet wisdom I picked up is lost, but my research data are safe. In any case, this event scarred my confidence with computers and this is post will be sadly a short one.
A few weeks ago, I saw a few reddit threads showing the difference of animation rendered at different frame rates. The first one showed a simple example, a second thread was made showing more examples, including the one in this post. Reddit user Regen89 made a valid point: “There is a HUGE difference between watching something at 30 vs 60 frames and playing something at 30 vs 60 fps”. I agree and I recalled a single paper that investigated frame rates and videogame play.
The rate at which frames are rendered in a computer game directly impacts player performance, influencing both the game playability and enjoyability. However, despite the importance of frame rate and the wide-spread popularity of computer games, to the best of our knowledge, there is little quantitative understanding of the effects of frame rate on player performance in computer games. This paper provides a unique classification of actions in First Person Shooter (FPS) games based on interaction requirements that allow qualitative assessment of the impact of frame rates on player performance. This qualitative assessment is supported by quantitative analysis from two large user studies that measure the effects of frame rate on the fundamental player actions in a FPS game. Nearly 100 users participated in the two user study experiments, providing performance and perception data over a range of frame rates commonly studied for video streaming and inclusive of frame rates found in many computer game platforms. In general, the analysis shows that actions that require precise, rapid response, such as shooting, are greatly impacted by degradations in frame rates, while actions with lower precision and response requirements, such as moving, are more tolerant of low frame rates. These insights into the effects of frame rates on player performance can guide players in their choice for game settings and new hardware purchases, and inform system designers in their development of new hardware.
The left one is the higher frame rate at 60 fps.
Claypool, K., & Claypool, M. (2007). On frame rate and player performance in first person shooter games. Multimedia Systems, 13 (1), 3-17. DOI: 10.1007/s00530-007-0081-1