第一人称射击游戏中延迟对目标选择的影响

Shengmei Liu, M. Claypool
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引用次数: 0

摘要

虽然2D空间中的目标选择已经得到了很好的研究,但3D空间中的目标选择(如第一人称射击游戏中的射击)并没有得到很好的研究,许多延迟补偿技术也没有给玩家带来好处。本文介绍了一项用户研究的结果,该研究通过定制的FPS射击游戏评估延迟和延迟补偿技术对3D目标选择的影响。分析结果显示,延迟会降低玩家的表现(选择/射击目标的时间),对体验质量(QOE)的主观看法也会随之下降。单独的延迟补偿技术不能完全克服延迟的影响,但组合技术可以,让玩家表现和感觉好像没有网络延迟。我们导出了玩家选择时间分布的基本分析模型,这可以作为模拟各种FPS游戏的一部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Impact of Latency on Target Selection in First-Person Shooter Games
While target selection in a 2D space is fairly well-studied, target selection in a 3D space, such as shooting in first-person shooter (FPS) games, is not, nor are the benefits to players for many latency compensation techniques. This paper presents results from a user study that evaluates the impact of latency and latency compensation techniques on 3D target selection via a bespoke FPS shooter. Analysis of the results shows latency degrades player performance (time to select/shoot a target), with subjective opinions on Quality of Experience (QOE) following suit. Individual latency compensation techniques cannot fully overcome the effects of latency but combined techniques can, letting players perform and feel as if there is no network latency. We derive a basic analytic model for the distribution of the player selection times which can be part of a simulation of a full-range of FPS games.
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