Nothing Special   »   [go: up one dir, main page]

skip to main content
research-article

Effect of Render Resolution on Gameplay Experience, Performance, and Simulator Sickness in Virtual Reality Games

Published: 04 May 2022 Publication History

Abstract

Higher resolution is one of the main directions and drivers in the development of virtual reality (VR) head-mounted displays (HMDs). However, given its associated higher cost, it is important to determine the benefits of having higher resolution on user experience. For non-VR games, higher resolution is often thought to lead to a better experience, but it is unexplored in VR games. This research aims to investigate the resolution tradeoff in gameplay experience, performance, and simulator sickness (SS) for VR games, particularly first-person shooter (FPS) games. To this end, we designed an experiment to collect gameplay experience, SS, and player performance data with a popular VR FPS game, Half-Life: Alyx. Our results indicate that 2K resolution is an important threshold for an enhanced gameplay experience without affecting performance and increasing SS levels. Moreover, the resolution from 1K to 4K has no significant difference in player performance. Our results can inform game developers and players in determining the type of HMD they want to use to balance the tradeoff between costs and benefits and achieve a more optimal experience.

References

[1]
Stacy A Balk, Mary Anne Bertola, and Vaughan W Inman. 2013. Simulator Sickness Questionnaire: Twenty Years Later. (2013), 257--263. https://doi.org/10.17077/drivingassessment. 1498
[2]
Costas Boletsis and Jarl Erik Cedergren. 2019. VR Locomotion in the New Era of Virtual Reality: An Empirical Comparison of Prevalent Techniques. Advances in Human-Computer Interaction 2019 (2019). https://doi.org/10.1155/2019/7420781
[3]
Matthew S Brennesholtz. 2018. 3-1: Invited Paper: VR Standards and Guidelines. In SID Symposium Digest of Technical Papers, Vol. 49. Wiley Online Library, 1--4.
[4]
Pulkit Budhiraja, Mark Roman Miller, Abhishek K Modi, and David Forsyth. 2017. Rotation Blurring: Use of Artificial Blurring to Reduce Cybersickness in Virtual Reality First Person Shooters. (oct 2017).
[5]
Kajal Claypool and Mark Claypool. 2007. The effects of resolution on users playing First Person Shooter games. In Multimedia Computing and Networking 2007, Vol. 6504. International Society for Optics and Photonics, 65040B.
[6]
Yasin Farmani and Robert J Teather. 2017. Player performance with different input devices in virtual reality first-person shooter games. In SUI. 165.
[7]
Moira B. Flanagan, James G. May, and Thomas G. Dobie. 2004. The role of vection, eye movements and postural instability in the etiology of motion sickness. Journal of Vestibular Research: Equilibrium and Orientation 14, 4 (2004), 335--346.
[8]
Maria Frostling-Henningsson. 2009. First-person shooter games as a way of connecting to people:"Brothers in blood". Cyberpsychology & behavior 12, 5 (2009), 557--562.
[9]
Jeff Hecht. 2016. Optical dreams, virtual reality. Optics and Photonics News 27, 6 (2016), 24--31.
[10]
Manuel López Ibáñez and Federico Peinado. 2016. Walking in VR: Measuring presence and simulator sickness in first-person virtual reality games. CEUR Workshop Proceedings 1682 (2016), 49--60.
[11]
Wijnand A IJsselsteijn, Yvonne A W de Kort, and Karolien Poels. 2013. The game experience questionnaire. Eindhoven: Technische Universiteit Eindhoven 46, 1 (2013).
[12]
Daniel Johnson, M. John Gardner, and Ryan Perry. 2018. Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ). International Journal of Human Computer Studies 118, February (2018), 38--46. https://doi.org/10.1016/j.ijhcs.2018.05.003
[13]
Robert S Kennedy, Norman E Lane, Kevin S Berbaum, and Michael G Lilienthal. 1993. Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness. The International Journal of Aviation Psychology 3, 3 (jul 1993), 203--220. https://doi.org/10.1207/s15327108ijap0303_3
[14]
Panagiotis Kourtesis, Simona Collina, Leonidas A.A. Doumas, and Sarah E. MacPherson. 2019. Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technological Review and Meta-Analysis. Frontiers in Human Neuroscience 13, October (2019), 1--17. https://doi.org/10.3389/fnhum.2019.00342 arXiv:2101.08123
[15]
Andrey Krekhov, Katharina Emmerich, Philipp Bergmann, Sebastian Cmentowski, and Jens Krüger. 2017. Self-transforming controllers for virtual reality first person shooters. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. 517--529.
[16]
Przemysław Krompiec and Kyoungju Park. 2019. Enhanced player interaction using motion controllers for first-person shooting games in virtual reality. IEEE Access 7 (2019), 124548--124557.
[17]
Xiang Li, Xiaohang Tang, Xin Tong, Rakesh Patibanda, Floyd Mueller, and Hai-Ning Liang. 2021. Myopic Bike and Say Hi: Games for Empathizing with The Myopic. Association for Computing Machinery, New York, NY, USA, 333--338. https://doi.org/10.1145/3450337.3483505
[18]
Yilin Liu, Yiming Lin, Rongkai Shi, Yiming Luo, and Hai-Ning Liang. 2021. RelicVR: A Virtual Reality Game for Active Exploration of Archaeological Relics. Association for Computing Machinery, New York, NY, USA, 326--332. https://doi.org/10.1145/3450337.3483507
[19]
Yiming Luo, Jialin Wang, Hai-Ning Liang, Shan Luo, and Eng Gee Lim. 2021. Monoscopic vs. Stereoscopic Views and Display Types in the Teleoperation of Unmanned Ground Vehicles for Object Avoidance. In 2021 30th IEEE International Conference on Robot Human Interactive Communication (RO-MAN). 418--425. https://doi.org/10.1109/RO-MAN50785.2021.9515455
[20]
Andrew Mactavish. 2002. Technological pleasure: The performance and narrative of technology in Half-Life and other high-tech computer games. Screenplay: cinema/videogames/interfaces (2002), 33--49.
[21]
Toshiharu Matsushima, Kenta Seki, Shunichi Kimura, Yasushi Iwakabe, Tatsuya Yata, Yoshihiro Watanabe, Shinichi Komura, Makoto Uchida, and Takashi Nakamura. 2018. 51-1: Optimal Fast-Response LCD for High-Definition Virtual Reality Head Mounted Display. In SID Symposium Digest of Technical Papers, Vol. 49. Wiley Online Library, 667--670.
[22]
Mark McGill, Alexander Ng, and Stephen Brewster. 2017. I am the passenger: How visual motion cues can influence sickness for in-car VR. In Conference on Human Factors in Computing Systems - Proceedings, Vol. 2017-May. 5655--5668. https://doi.org/10.1145/3025453.3026046
[23]
Diego Monteiro, Hao Chen, Hai-Ning Liang, Huawei Tu, and Henry Dub. 2021a. Evaluating Performance and Gameplay of Virtual Reality Sickness Techniques in a First-Person Shooter Game. In 2021 IEEE Conference on Games (CoG). 1--8. https://doi.org/10.1109/CoG52621.2021.9619145
[24]
Diego Monteiro, Hai-Ning Liang, Xiaohang Tang, and Pourang Irani. 2021b. Using Trajectory Compression Rate to Predict Changes in Cybersickness in Virtual Reality Games. In 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). 138--146. https://doi.org/10.1109/ISMAR52148.2021.00028
[25]
Diego Monteiro, Hai-Ning Liang, Jialin Wang, Hao Chen, and Nilufar Baghaei. 2020. An in-depth exploration of the effect of 2D/3D views and controller types on first person shooter games in virtual reality. In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 713--724.
[26]
Diego Monteiro, Hai-Ning Liang, Wenge Xu, Marvin Brucker, Vijayakumar Nanjappan, and Yong Yue. 2018. Evaluating enjoyment, presence, and emulator sickness in VR games based on first- and third- person viewing perspectives: Effect of Viewing Perspective in VR Gaming. Computer Animation and Virtual Worlds 29 (05 2018), e1830. https://doi.org/10.1002/cav.1830
[27]
Thiago M Porcino, Esteban Clua, Daniela Trevisan, Cristina N Vasconcelos, and Luis Valente. 2017. Minimizing cyber sickness in head mounted display systems: design guidelines and applications. In 2017 IEEE 5th international conference on serious games and applications for health (SeGAH). IEEE, 1--6.
[28]
Ismo Rakkolainen, Matthew A Turk, and Tobias Höllerer. 2016. A Superwide-FOV Optical Design for Head-Mounted Displays. In ICAT-EGVE. 45--48.
[29]
Lisa Rebenitsch. 2015. Managing cybersickness in virtual reality. XRDS: Crossroads, The ACM Magazine for Students 22, 1 (2015), 46--51. https://doi.org/10.1145/2810054
[30]
Kwang-Ho Seok, YeolHo Kim, Wookho Son, Yoon Sang Kim, and Others. 2021. Using Visual Guides to Reduce Virtual Reality Sickness in First-Person Shooter Games: Correlation Analysis. JMIR Serious Games 9, 3 (2021), e18020.
[31]
Rongkai Shi, Hai-Ning Liang, Yu Wu, Difeng Yu, and Wenge Xu. 2021. Virtual Reality Sickness Mitigation Methods: A Comparative Study in a Racing Game. Proc. ACM Comput. Graph. Interact. Tech. 4, 1, Article 8 (apr 2021), 16 pages. https://doi.org/10.1145/3451255
[32]
Muhammad Firdaus Syawaludin, Chanho Kim, and Jae-In Hwana. 2019. Hybrid Camera System for Telepresence with Foveated Imaging. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). 1173--1174. https://doi.org/10.1109/VR.2019.8798011
[33]
Sebastian Von Mammen, Andreas Knote, and Sarah Edenhofer. 2016. Cyber sick but still having fun. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology. 325--326.
[34]
Séamas Weech, Jae Moon, and Nikolaus F. Troje. 2018. Influence of bone-conducted vibration on simulator sickness in virtual reality. PLoS ONE 13, 3 (2018), 1--21. https://doi.org/10.1371/journal.pone.0194137
[35]
Sijing Wu, Cho Kin Cheng, Jing Feng, Lisa D'angelo, Claude Alain, and Ian Spence. 2012. Playing a first-person shooter video game induces neuroplastic change. Journal of cognitive neuroscience 24, 6 (2012), 1286--1293.
[36]
Wenge Xu, Hai-Ning Liang, Nilufar Baghaei, Xiaoyue Ma, Kangyou Yu, Xuanru Meng, and Shaoyue Wen. 2021a. Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study. JMIR Serious Games 9, 4 (22 Nov 2021), e29330. https://doi.org/10.2196/29330
[37]
Wenge Xu, Hai-Ning Liang, Kangyou Yu, and Nilufar Baghaei. 2021b. Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI '21). Association for Computing Machinery, New York, NY, USA, Article 439, 14 pages. https://doi.org/10.1145/3411764.3445801
[38]
Wenge Xu, Hai-Ning Liang, Zeying Zhang, and Nilufar Baghaei. 2020. Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames. Games for Health Journal (2020).
[39]
Caglar Yildirim. 2019. Cybersickness during VR gaming undermines game enjoyment: A mediation model. Displays 59, February (2019), 35--43. https://doi.org/10.1016/j.displa.2019.07.002

Cited By

View all
  • (2024)“Are you feeling sick?” – A systematic literature review of cybersickness in virtual realityACM Computing Surveys10.1145/367000856:11(1-38)Online publication date: 3-Jun-2024
  • (2024)What Are the Points of Concern for Players about VR Games: An Empirical Study based on User Reviews in Different LanguagesGames: Research and Practice10.1145/36637392:4(1-18)Online publication date: 22-Jul-2024
  • (2024)Impact of Tutorial Modes with Different Time Flow Rates in Virtual Reality GamesProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36512967:1(1-19)Online publication date: 13-May-2024
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 5, Issue 1
May 2022
252 pages
EISSN:2577-6193
DOI:10.1145/3535313
Issue’s Table of Contents
Permission to make digital or hard copies of all or part 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, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 04 May 2022
Published in PACMCGIT Volume 5, Issue 1

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Gameplay Experience
  2. Render Resolution
  3. Simulator Sickness
  4. Virtual Reality

Qualifiers

  • Research-article
  • Research
  • Refereed

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)198
  • Downloads (Last 6 weeks)29
Reflects downloads up to 22 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2024)“Are you feeling sick?” – A systematic literature review of cybersickness in virtual realityACM Computing Surveys10.1145/367000856:11(1-38)Online publication date: 3-Jun-2024
  • (2024)What Are the Points of Concern for Players about VR Games: An Empirical Study based on User Reviews in Different LanguagesGames: Research and Practice10.1145/36637392:4(1-18)Online publication date: 22-Jul-2024
  • (2024)Impact of Tutorial Modes with Different Time Flow Rates in Virtual Reality GamesProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36512967:1(1-19)Online publication date: 13-May-2024
  • (2024)Omnidirectional Virtual Visual Acuity: A User-Centric Visual Clarity Metric for Virtual Reality Head-Mounted Displays and EnvironmentsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337212730:5(2033-2043)Online publication date: 4-Mar-2024
  • (2024)Trustworthy semi‐supervised anomaly detection for online‐to‐offline logistics business in merchant identificationCAAI Transactions on Intelligence Technology10.1049/cit2.123019:3(544-556)Online publication date: 14-Apr-2024
  • (2024)Real-walk modelling: deep learning model for user mobility in virtual realityMultimedia Systems10.1007/s00530-023-01200-z30:1Online publication date: 28-Jan-2024
  • (2023)Effect of Frame Rate on User Experience, Performance, and Simulator Sickness in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.324705729:5(2478-2488)Online publication date: 1-May-2023
  • (2023)Sick in the Car, Sick in VR? Understanding How Real-World Susceptibility to Dizziness, Nausea, and Eye Strain Influences VR Motion SicknessHuman-Computer Interaction – INTERACT 202310.1007/978-3-031-42283-6_30(552-573)Online publication date: 28-Aug-2023

View Options

Login options

Full Access

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media