Lavanya Sharan, Zhe Han Neo, Kenny Mitchell, J. Hodgins
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引用次数: 12
摘要
运动模糊效果通常用于赛车游戏中[Sousa 2008;Vlachos 2008;Ritchie et al. 2010]以增加真实感,并尽量减少由于频闪和时间混叠造成的伪影[Glassner 1999]。通常,运动模糊计算是昂贵的,并且对于实时应用程序,在效果质量和计算成本之间进行权衡。在这项工作中,我们想要理解:(i)动态模糊效果对玩家体验的实际影响;(ii)包含该效果所获得的价值是否值得在计算、实时性能、开发时间等方面的额外成本。我们研究了《Split Second: Velocity》(Black Rock Studios, Disney)这款高速赛车游戏在有无运动模糊效果的情况下,玩家体验的客观和主观方面。我们发现,参与者表现的客观衡量标准(如完成比赛的时间)和玩家体验的主观衡量标准(如比赛的乐趣、感知速度)都没有受到影响,即使参与者能够可靠地检测到运动模糊效果的存在。我们的结论是,运动模糊效果虽然有助于减少伪影和实现逼真的“外观”,但并不能显著增强玩家体验。
Simulated motion blur does not improve player experience in racing game
Motion blur effects are commonly used in racing games [Sousa 2008; Vlachos 2008; Ritchie et al. 2010] to add a sense of realism as well as to minimize artifacts due to strobing and temporal aliasing [Glassner 1999]. Typically, motion blur computations are expensive, and for real-time applications, trade-offs are made between the quality of the effects and the computational cost. In this work, we wanted to understand: (i) the practical impact of the motion blur effect on the player experience; and (ii) whether the value gained by including the effect is worth the extra cost in computation, real-time performance, development time, etc. We studied the objective and subjective aspects of the player experience for Split Second: Velocity (Black Rock Studios, Disney), a high-speed racing game, in the presence and absence of the motion blur effect. We found that neither objective measures of participants' performance (e.g., time to complete a race) nor subjective measures of the player experience (e.g, enjoyment of a race, perceived speed) were affected, even though participants could reliably detect the presence of the motion blur effect. We conclude that motion blur effects, while useful for reducing artifacts and achieving a realistic 'look', do not significantly enhance the player experience.