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Schmid, Andreas ; Halbhuber, David ; Fischer, Thomas ; Wimmer, Raphael ; Henze, Niels

Small Latency Variations Do Not Affect Player Performance in First-Person Shooters

Article

Schmid, Andreas , Halbhuber, David , Fischer, Thomas , Wimmer, Raphael and Henze, Niels (2023) Small Latency Variations Do Not Affect Player Performance in First-Person Shooters. Proceedings of the ACM on Human-Computer Interaction 7 (CHI PL), pp. 197-216.

DOI to cite this document: 10.5283/epub.55003


Abstract

In interactive systems high latency affects user performance and experience. This is especially problematic in video games. A large number of studies on this topic investigated the effects of constant, high latency. However, in practice, latency is never constant but varies by up to 100 ms due to variations in processing time and delays added by polling between system components. In a large ...

In interactive systems high latency affects user performance and experience. This is especially problematic in video games. A large number of studies on this topic investigated the effects of constant, high latency. However, in practice, latency is never constant but varies by up to 100 ms due to variations in processing time and delays added by polling between system components. In a large majority of studies, these variations in latency are neither controlled for nor reported. Thus, it is unclear to which degree small, continuous variations in latency affect user performance. If these unreported variations had a significant impact, this might cast into doubt the findings of some studies. To investigate how latency variation affects player performance and experience in games, we conducted an experiment with 28 participants playing a first-person shooter. Participants played with two levels of base latency (50 ms vs. 150 ms) and variation (0 ms vs. 50 ms). As expected, high base latency significantly reduces player performance and experience. However, we found strong evidence that small variations in latency in the order of 50 ms, do not affect player performance significantly. Thus, our findings mitigate concerns that previous latency studies might have systematically ignored a confounding effect.



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Details

Item typeArticle
Journal or Publication TitleProceedings of the ACM on Human-Computer Interaction
PublisherAssociation for Computing Machinery
Open Access TypeAssoc. of Comp. Machinery (ACM)
Place of PublicationNew York, NY, USA
Volume7
Number of Issue or Book ChapterCHI PL
Page Rangepp. 197-216
DateOctober 2023
Date of publication17 Nov 2023 06:50
InstitutionsLanguages and Literatures > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)
Informatics and Data Science > Department Human-Centered Computing > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)

Languages and Literatures > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Professur für Medieninformatik (Prof. Dr. Niels Henze)
Informatics and Data Science > Department Human-Centered Computing > Professur für Medieninformatik (Prof. Dr. Niels Henze)
Identification Number
ValueType
10.1145/3611027DOI
Keywordslatency, gaming
Dewey Decimal Classification000 Computer science, information & general works > 004 Computer science
StatusPublished
RefereedYes, this version has been refereed
Created at the University of RegensburgYes
URN of the UB Regensburgurn:nbn:de:bvb:355-epub-550035
Item ID55003

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