Challenges in Assessing Network Latency Impact on QoE and In-Game Performance in VR First Person Shooter Games

Sara Vlahovic, M. Sužnjević, Lea Skorin-Kapov
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引用次数: 4

Abstract

In this paper we present the results of two user studies focused on exploring Virtual Reality (VR) first person shooter games. We observe and analyze the impact of network latency on subjective (Quality of Experience, willingness to continue playing in given network conditions, perceived weapon precision) and objective (in-game survival rates) metrics, leading to the conclusion that VR games potentially display a degree of latency-sensitivity that is comparable to first-person non-VR games. Furthermore, after comparing inconsistencies in the outcomes of conducted studies, we provide a detailed discussion on noise-introducing contextual factors (weapon choice, level of difficulty, social context) that might have influenced the results of our initial study, and highlight the impact of methodology on the overall conclusiveness of user studies focused on multiplayer games. These findings may serve as guidelines for the design of future studies on networked VR applications and multiplayer games in general.
在VR第一人称射击游戏中评估网络延迟对QoE和游戏内性能影响的挑战
在本文中,我们介绍了两个用户研究的结果,重点是探索虚拟现实(VR)第一人称射击游戏。我们观察并分析了网络延迟对主观(体验质量,在给定网络条件下继续游戏的意愿,感知武器精度)和客观(游戏内存活率)指标的影响,从而得出结论,VR游戏可能显示出与第一人称非VR游戏相当程度的延迟敏感性。此外,在比较了所进行研究结果的不一致性之后,我们详细讨论了可能影响我们最初研究结果的引入噪声的背景因素(武器选择、难度水平、社会背景),并强调了方法对多人游戏用户研究的总体结论的影响。这些发现可以作为未来网络虚拟现实应用和多人游戏设计的指导方针。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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