30毫秒的延迟比60 Hz以上的刷新率更有利于第一人称定位任务

J. Spjut, Ben Boudaoud, Kamran Binaee, Jonghyun Kim, Alexander Majercik, M. McGuire, D. Luebke, Joohwan Kim
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引用次数: 31

摘要

在竞技体育中,人的表现决定了谁赢谁输。在一些竞争性电子游戏(电子竞技)中,响应时间是人类表现的重要因素。当运动员的设备(计算机,输入和输出设备)以较低的延迟响应时,它提供了可测量的优势。在本研究中,我们通过在高刷新率下操作时人为地增加延迟来隔离延迟和刷新率。然后,8名熟练的电子竞技运动员在不同的刷新率和延迟条件下执行受游戏启发的第一人称目标任务,尽可能快地完成任务。我们表明,减少延迟对任务完成时间有明显的好处,而增加刷新率对性能的影响相对较小,当高刷新率下固有的延迟减少被移除时。此外,对于某些跟踪任务,仅高刷新率就会产生很小但不太显著的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Latency of 30 ms Benefits First Person Targeting Tasks More Than Refresh Rate Above 60 Hz
In competitive sports, human performance makes the difference between who wins and loses. In some competitive video games (esports), response time is an essential factor of human performance. When the athlete’s equipment (computer, input and output device) responds with lower latency, it provides a measurable advantage. In this study, we isolate latency and refresh rate by artificially increasing latency when operating at high refresh rates. Eight skilled esports athletes then perform gaming-inspired first person targeting tasks under varying conditions of refresh rate and latency, completing the tasks as quickly as possible. We show that reduced latency has a clear benefit in task completion time while increased refresh rate has relatively minor effects on performance when the inherent latency reduction present at high refresh rates is removed. Additionally, for certain tracking tasks, there is a small, but marginally significant effect from high refresh rates alone.
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