Better Frame Rates or Better Visuals? An Early Report of Esports Player Practice in Dota 2

Better Frame Rates or Better Visuals? An Early Report of Esports Player Practice in Dota 2
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更好的帧速率还是更好的视觉效果?

DOI:
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发表时间:
2021
期刊:
ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
影响因子:
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通讯作者:
B. Watson
B. Watson
中科院分区:
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文献类型:
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作者:
Arjun Madhusudan;B. Watson

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电子竞技运动员通常会降低视觉质量,以改善延迟和帧速率,并提高他们的游戏表现。很少有研究考察这种视觉空间权衡对表现的影响,但我们找不到研究玩家如何在实践中管理这种权衡的工作。本文是对Dota 2游戏中这个问题的初步探讨。首先,我们在一个小调查中收集了Dota 2玩家的游戏配置数据。我们了解到,玩家确实限制了视觉细节,特别是通过关闭VSYNC,这消除了渲染/显示同步延迟,但允许视觉“撕裂”。其次,我们用一些主观问题调查这些玩家的意图。玩家意图与配置实践相匹配。虽然我们对Dota 2玩家的抽样可能不具有代表性,但我们的调查确实揭示了一些暗示性的趋势,为未来更严格和更大规模的调查奠定了基础。这样的调查可以帮助新玩家更快地适应游戏,鼓励研究人员调查时间和视觉细节的相对重要性,并证明开发人员在“低视觉”游戏配置中的设计努力。
Esports athletes often reduce visual quality to improve latency and frame rate, and increase their in-game performance. Little research has examined the effects of this visuo-spatial tradeoff on performance, but we could find no work studying how players manage this tradeoff in practice. This paper is an initial examination of this question in the game Dota 2. First, we gather the game configuration data of Dota 2 players in a small survey. We learn that players do limit visual detail, particularly by turning off VSYNC, which removes rendering/display synchronization delay but permits visual “tearing”. Second, we survey the intent of those same players with a few subjective questions. Player intent matches configuration practice. While our sampling of Dota 2 players may not be representative, our survey does reveal suggestive trends that lay the groundwork for future, more rigorous and larger surveys. Such surveys can help new players adapt to the game more quickly, encourage researchers to investigate the relative importance of temporal and visual detail, and justify design effort by developers in ”low visual” game configurations.