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2. Pushing the Limits? Frame Rate Benefits to Players for up to 500 Hz in First Person Shooter Games
 
 # Pushing the Limits? Frame Rate Benefits to Players for up to 500 Hz in First Person Shooter Games

  ![](/sites/default/files/styles/wide/public/publications/TokeyNOSSDAV25Image.jpg?itok=5BMG7niH)

 Computer games -- and computer game players -- often drive technology improvements, with graphics cards and monitors pushing the limits of display technologies. High frame rates, in particular, promise to provide lower latencies and smoother game visuals to gamers, especially important for competitive first person shooter (FPS) game players. What is not well-known is to what extent gamers benefit from ultra-high frame rates in terms of player performance and quality of experience. This paper studies the effects of frame rates -- especially high frame rates -- on FPS game players. A custom FPS game was developed to allow for consistent delivery of frame rates from 7 f/s to 500 f/s, while recording objective (performance) and subjective (smoothness) measures. Analysis of data from a 44-person user study shows player performance (e.g., score) improves sharply from 7+ f/s, but levels out after about 90 f/s. However, users perception benefits over the full range of frame rates studied, rising sharply from 7+ f/s, but continuing to improve through the top 500 f/s.



 ## Authors



Samin Shahriar Tokey (Worcester Polytechnic Institute)

[Ben Boudaoud](/person/ben-boudaoud)

[Joohwan Kim](/person/joohwan-kim)

[Josef Spjut](/person/josef-spjut)

Mark Claypool (Worcester Polytechnic Institutute)

 

 

 ## Publication Date



Sunday, March 30, 2025

 

 ## Published in



[Network and Operating System Support for Digital Audio and Video](https://www.nossdav.org/)

 

 ## Research Area



[Applied Perception](/research-area/applied-perception)

[Computer Graphics](/research-area/computer-graphics)

[Esports](/research-area/esports)

[VR, AR and Display Technology](/research-area/virtual-augmented-reality)

 

 

 ## Uploaded Files



[Author Preprint](https://d1qx31qr3h6wln.cloudfront.net/publications/Tokey_NOSSDAV_25.pdf "Open file in new window")4.81 MB

 

 

 ## Copyright



Copyright by the Association for Computing Machinery, Inc. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Publications Dept, ACM Inc., fax +1 (212) 869-0481, or <permissions@acm.org>. The definitive version of this paper can be found at ACM's Digital Library <http://www.acm.org/dl/>.