Effect of Frame Rate on User Experience, Performance, and Simulator Sickness in Virtual Reality

被引:23
|
作者
Wang, Jialin [1 ]
Shi, Rongkai [1 ]
Zheng, Wenxuan [1 ]
Xie, Weijie [1 ]
Kao, Dominic [2 ]
Liang, Hai-Ning [1 ]
机构
[1] Xian Jiaotong Liverpool Univ, Dept Comp, Suzhou, Peoples R China
[2] Purdue Univ, Dept Comp & Informat Technol, W Lafayette, IN USA
基金
中国国家自然科学基金;
关键词
Games; User experience; Visualization; Task analysis; Monitoring; Hardware; Virtual reality;
D O I
10.1109/TVCG.2023.3247057
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
The refresh rate of virtual reality (VR) head-mounted displays (HMDs) has been growing rapidly in recent years because of the demand to provide higher frame rate content as it is often linked with a better experience. Today's HMDs come with different refresh rates ranging from 20Hz to 180Hz, which determines the actual maximum frame rate perceived by users' naked eyes. VR users and content developers often face a choice because having high frame rate content and the hardware that supports it comes with higher costs and other trade-offs (such as heavier and bulkier HMDs). Both VR users and developers can choose a suitable frame rate if they are aware of the benefits of different frame rates in user experience, performance, and simulator sickness (SS). To our knowledge, limited research on frame rate in VR HMDs is available. In this paper, we aim to fill this gap and report a study with two VR application scenarios that compared four of the most common and highest frame rates currently available (60, 90, 120, and 180 frames per second (fps)) to explore their effect on users' experience, performance, and SS symptoms. Our results show that 120fps is an important threshold for VR. After 120fps, users tend to feel lower SS symptoms without a significant negative effect on their experience. Higher frame rates (e.g., 120 and 180fps) can ensure better user performance than lower rates. Interestingly, we also found that at 60fps and when users are faced with fast-moving objects, they tend to adopt a strategy to compensate for the lack of visual details by predicting or filling the gaps to try to meet the performance needs. At higher fps, users do not need to follow this compensatory strategy to meet the fast response performance requirements.
引用
收藏
页码:2478 / 2488
页数:11
相关论文
共 50 条
  • [1] Effect of Render Resolution on Gameplay Experience, Performance, and Simulator Sickness in Virtual Reality Games
    Wang, Jialin
    Shi, Rongkai
    Xiao, Zehui
    Qin, Xueying
    Liang, Hai-Ning
    [J]. PROCEEDINGS OF THE ACM ON COMPUTER GRAPHICS AND INTERACTIVE TECHNIQUES, 2022, 5 (01)
  • [2] Resolution Tradeoff in Gameplay Experience, Performance, and Simulator Sickness in Virtual Reality Games
    Wang, Jialin
    Shi, Rongkai
    Xiaol, Zehui
    Qin, Xueying
    Liang, Hai-Ning
    [J]. 2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2022), 2022, : 533 - 534
  • [3] Effect of latency on simulator sickness in smartphone virtual reality
    Tosic, Ivana
    Hoffman, David
    Balram, Nikhil
    [J]. JOURNAL OF THE SOCIETY FOR INFORMATION DISPLAY, 2021, 29 (07) : 561 - 572
  • [4] Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator
    Harris, David J.
    Buckingham, Gavin
    Wilson, Mark R.
    Brookes, Jack
    Mushtaq, Faisal
    Mon-Williams, Mark
    Vine, Samuel J.
    [J]. VIRTUAL REALITY, 2021, 25 (03) : 647 - 654
  • [5] Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator
    David J. Harris
    Gavin Buckingham
    Mark R. Wilson
    Jack Brookes
    Faisal Mushtaq
    Mark Mon-Williams
    Samuel J. Vine
    [J]. Virtual Reality, 2021, 25 : 647 - 654
  • [6] The effect of motion sickness on presence and user experience for head-mounted virtual reality
    Chen, Yung-Cheng
    Sun, Huey-Min
    Shih, Yu-Hsiang
    [J]. INTERNATIONAL JOURNAL OF HUMAN FACTORS AND ERGONOMICS, 2022, 9 (02) : 111 - 127
  • [7] Evaluation of Simulator Sickness for 360° Videos on an HMD Subject to Participants' Experience with Virtual Reality
    Elwardy, Majed
    Zepernick, Hans-Jurgen
    Hu, Yan
    Chu, Thi My Chinh
    Sundstedt, Veronica
    [J]. 2020 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES WORKSHOPS (VRW 2020), 2020, : 477 - 484
  • [8] On the Usage of the Simulator Sickness Questionnaire for Virtual Reality Research
    Bimberg, Pauline
    Weissker, Tim
    Kulik, Alexander
    [J]. 2020 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES WORKSHOPS (VRW 2020), 2020, : 464 - 467
  • [9] The Effect of Onomatopoeia to Enhancing User Experience in Virtual Reality
    Oh, Jiwon
    Kim, Gerard J.
    [J]. VIRTUAL, AUGMENTED AND MIXED REALITY: MULTIMODAL INTERACTION, PT I, 2019, 11574 : 143 - 152
  • [10] Surgical experience correlates with performance on a virtual reality simulator for shoulder arthroscopy
    Gomoll, Andreas H.
    O'Toole, Robert V.
    Czarnecki, Joseph
    Warner, Jon J. P.
    [J]. AMERICAN JOURNAL OF SPORTS MEDICINE, 2007, 35 (06): : 883 - 888