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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

Schmid, Andreas , Halbhuber, David , Fischer, Thomas , Wimmer, Raphael und 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), S. 197-216.

Veröffentlichungsdatum dieses Volltextes: 17 Nov 2023 06:50
Artikel
DOI zum Zitieren dieses Dokuments: 10.5283/epub.55003


Zusammenfassung

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

DokumentenartArtikel
Titel eines Journals oder einer ZeitschriftProceedings of the ACM on Human-Computer Interaction
Verlag:Association for Computing Machinery
Ort der Veröffentlichung:New York, NY, USA
Band:7
Nummer des Zeitschriftenheftes oder des Kapitels:CHI PL
Seitenbereich:S. 197-216
DatumOktober 2023
InstitutionenSprach- und Literatur- und Kulturwissenschaften > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)
Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Lehrstuhl für Medieninformatik (Prof. Dr. Christian Wolff)

Sprach- und Literatur- und Kulturwissenschaften > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Professur für Medieninformatik (Prof. Dr. Niels Henze)
Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Professur für Medieninformatik (Prof. Dr. Niels Henze)
Identifikationsnummer
WertTyp
10.1145/3611027DOI
Stichwörter / Keywordslatency, gaming
Dewey-Dezimal-Klassifikation000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik
StatusVeröffentlicht
BegutachtetJa, diese Version wurde begutachtet
An der Universität Regensburg entstandenJa
URN der UB Regensburgurn:nbn:de:bvb:355-epub-550035
Dokumenten-ID55003

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