On Smoothly Varying Frame Timing in First-Person Gaming

In video games, the time between rendered frames varies significantly and is often uncontrolled. With the advent of variable refresh rate (VRR) displays, like G-SYNC and FreeSync, players can experience varying frame timing as produced instead of aliasing to nearby refresh timings (e.g. VSYNC On). We investigate how the presentation of smoothly varying frame times over time affects a gamer's perception of smoothness and aiming performance. Participants performed a first person targeting task while experiencing sinusoidally varying frame times of different amplitude and mean duration. We found a decrease in perceptual smoothness ratings in the presence of varying frame times.

Authors

UC Santa Barbara and NVIDIA (Devi Klein)

Publication Date

Uploaded Files