Small Latency Variations Do Not Affect Player Performance in First-Person Shooters

Q1 Social Sciences
Andreas Schmid, David Halbhuber, Thomas Fischer, Raphael Wimmer, Niels Henze
{"title":"Small Latency Variations Do Not Affect Player Performance in First-Person Shooters","authors":"Andreas Schmid, David Halbhuber, Thomas Fischer, Raphael Wimmer, Niels Henze","doi":"10.1145/3611027","DOIUrl":null,"url":null,"abstract":"In interactive systems high latency affects user performance and experience. This is especially problematic in video games. A large number of studies on this topic investigated the effects of constant, high latency. However, in practice, latency is never constant but varies by up to 100 ms due to variations in processing time and delays added by polling between system components. In a large majority of studies, these variations in latency are neither controlled for nor reported. Thus, it is unclear to which degree small, continuous variations in latency affect user performance. If these unreported variations had a significant impact, this might cast into doubt the findings of some studies. To investigate how latency variation affects player performance and experience in games, we conducted an experiment with 28 participants playing a first-person shooter. Participants played with two levels of base latency (50 ms vs. 150 ms) and variation (0 ms vs. 50 ms). As expected, high base latency significantly reduces player performance and experience. However, we found strong evidence that small variations in latency in the order of 50 ms, do not affect player performance significantly. Thus, our findings mitigate concerns that previous latency studies might have systematically ignored a confounding effect.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"44 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM on Human-Computer Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3611027","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 2

Abstract

In interactive systems high latency affects user performance and experience. This is especially problematic in video games. A large number of studies on this topic investigated the effects of constant, high latency. However, in practice, latency is never constant but varies by up to 100 ms due to variations in processing time and delays added by polling between system components. In a large majority of studies, these variations in latency are neither controlled for nor reported. Thus, it is unclear to which degree small, continuous variations in latency affect user performance. If these unreported variations had a significant impact, this might cast into doubt the findings of some studies. To investigate how latency variation affects player performance and experience in games, we conducted an experiment with 28 participants playing a first-person shooter. Participants played with two levels of base latency (50 ms vs. 150 ms) and variation (0 ms vs. 50 ms). As expected, high base latency significantly reduces player performance and experience. However, we found strong evidence that small variations in latency in the order of 50 ms, do not affect player performance significantly. Thus, our findings mitigate concerns that previous latency studies might have systematically ignored a confounding effect.
小延迟变化不会影响第一人称射击游戏中的玩家表现
在交互式系统中,高延迟会影响用户的性能和体验。这在电子游戏中尤其成问题。关于该主题的大量研究调查了持续高延迟的影响。然而,在实践中,延迟从来不是恒定的,而是由于处理时间和系统组件之间轮询所增加的延迟的变化而变化,最多可达100 ms。在大多数研究中,这些潜伏期的变化既没有控制也没有报道。因此,不清楚延迟的小的、连续的变化在多大程度上影响用户性能。如果这些未报告的变异有重大影响,这可能会使人们对一些研究的结果产生怀疑。为了研究延迟变化如何影响玩家在游戏中的表现和体验,我们让28名参与者玩第一人称射击游戏。参与者有两个级别的基础延迟(50毫秒vs 150毫秒)和变化(0毫秒vs 50毫秒)。正如预期的那样,高基础延迟显著降低了玩家的表现和体验。然而,我们发现了强有力的证据表明,延迟在50毫秒量级的微小变化不会显著影响玩家的表现。因此,我们的发现减轻了先前的潜伏期研究可能系统性地忽略了混淆效应的担忧。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信