Effect of Render Resolution on Gameplay Experience, Performance, and Simulator Sickness in Virtual Reality Games

IF 1.4 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Jialin Wang, Rongkai Shi, Zehui Xiao, Xueying Qin, Hai-Ning Liang
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引用次数: 11

Abstract

Higher resolution is one of the main directions and drivers in the development of virtual reality (VR) head-mounted displays (HMDs). However, given its associated higher cost, it is important to determine the benefits of having higher resolution on user experience. For non-VR games, higher resolution is often thought to lead to a better experience, but it is unexplored in VR games. This research aims to investigate the resolution tradeoff in gameplay experience, performance, and simulator sickness (SS) for VR games, particularly first-person shooter (FPS) games. To this end, we designed an experiment to collect gameplay experience, SS, and player performance data with a popular VR FPS game, Half-Life: Alyx. Our results indicate that 2K resolution is an important threshold for an enhanced gameplay experience without affecting performance and increasing SS levels. Moreover, the resolution from 1K to 4K has no significant difference in player performance. Our results can inform game developers and players in determining the type of HMD they want to use to balance the tradeoff between costs and benefits and achieve a more optimal experience.
在虚拟现实游戏中,渲染分辨率对游戏体验、性能和模拟器病的影响
更高的分辨率是虚拟现实(VR)头戴式显示器(HMD)发展的主要方向和驱动因素之一。然而,考虑到其相关的更高成本,确定具有更高分辨率对用户体验的好处是很重要的。对于非VR游戏,更高的分辨率通常被认为会带来更好的体验,但在VR游戏中尚未探索。本研究旨在调查VR游戏,特别是第一人称射击游戏(FPS)在游戏体验、性能和模拟器疾病(SS)方面的分辨率权衡。为此,我们设计了一个实验,用流行的VR FPS游戏《半条命:Alyx》收集游戏体验、SS和玩家性能数据。我们的结果表明,2K分辨率是在不影响性能和提高SS级别的情况下增强游戏体验的重要阈值。此外,从1K到4K的分辨率在播放器性能上没有显著差异。我们的结果可以为游戏开发者和玩家确定他们想要使用的HMD类型提供信息,以平衡成本和收益之间的权衡,并获得更优化的体验。
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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CiteScore
2.90
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