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FDG
2009
ACM

Perspectives, frame rates and resolutions: it's all in the game

13 years 10 months ago
Perspectives, frame rates and resolutions: it's all in the game
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Previous work has explored the effects of frame rate and/or resolution on a variety of multimedia applications, but most of these are less interactive than typical computer games. Previous work within the context of computer games has concentrated primarily on user actions for specific environments, such as combat in a first-person shooter game. This paper provides a detailed study of the effects of frame rate and resolution on discrete, canonical actions common to many games, shooting and navigation. The study uses a novel perspective based classification defined by the position of the camera relative to the user and the visual change in object sizes relative to the camera, to further refine the findings across a broad spectrum of game genres. A custom game with levels that combine actions and perspectiv...
Mark Claypool, Kajal T. Claypool
Added 28 May 2010
Updated 28 May 2010
Type Conference
Year 2009
Where FDG
Authors Mark Claypool, Kajal T. Claypool
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