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https://doi.org/10.1145/3320286
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5:2 Watson, Shrivastava and Gavane
shooter (FPS), ASync can improve gaming performance, and may also benefit experience. We also
found that ASync has intriguing relationships to game familiarity and years of gameplay that merit
additional investigation. Further research should study these relationships, as well as ASync’s
effects in systems with higher frame rates.
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The Effects of Adaptive Synchronization on Performance and Experience in Gameplay 5:3
learned that gaming performance is improved by higher tick rates and latency compensation, but
not affected by v-sync. The same authors [Lee and Chang 2018] later presented an advanced lag
compensation technique that improved gaming performance further.
Quite recently, visual perception researchers Poth et al. [Poth et al. 2018] described how G-SYNC
could be used to gain finer control of temporal resolution in display, allowing them to increase
frame time in sub-millisecond increments above a display’s frame time minimum. Even such minor
increases in frame time improved letter recognition by viewers. In sum, prior work provides strong
evidence that temporal improvements like those achieved by ASync should help gamers perform
better, across many different tasks. The recent work on networking delays in gaming are particularly
relevant in this respect. At the same time, the evidence for matching improvements in experience is
limited, largely because gaming experience is a relatively new research concern. We are not aware
of any prior research that directly examines the performance and experience effects of ASync.
In sum, prior work provides strong evidence that temporal improvements like those achieved
by ASync should help gamers perform better, across many different tasks. The recent work on
networking delays in gaming are particularly relevant in this respect. At the same time, the
evidence for matching improvements in experience is limited, largely because gaming experience
is a relatively new research concern. We are not aware of any prior research that directly examines
the performance and experience effects of ASync.
4 EXPERIMENT
ASync improves temporal sampling and reduces delay. Previous research shows enhancements
like these boost human performance, and may also result in better experience. We anticipated that
ASync would have similar effects, and tested that expectation in an experiment. In the process, we
also hoped to learn something about how such improvements interact with learning and expertise,
which prior work does not significantly address.
4.1 Participants
We had 27 participants in our experiment. All were students in undergraduate or graduate Computer
Science courses, and were recruited with a message stating that prior experience with FPS games
was “preferred.” They were compensated with extra credit in their course.
4.2 Design
We used a 3-factor mixed design (2GS × 2GS1 × 3YG). We describe each of these independent
variables and our dependent measures in more detail below. Figure 1 shows how our independent
variables and dependent measures relate to our experimental procedure.
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5:4 Watson, Shrivastava and Gavane
years of gaming
<1 <5 > 5 total
true 2 5 7 14
G-SYNC first
false 3 4 6 13
total 5 9 13 27
Fig. 1. Our experimental procedure, and how it relates to independent variables and dependent measures.
Bold abbreviations are variables, other abbreviations are measures.
4.2.2 Dependent Measures. As participants began our experiment, we informed them that they
would be helping us test a new display technology, G-SYNC. After they completed gameplay, we
asked participants “Which monitor do you think is equipped with G-SYNC, the improved display?”
Participants replied by identifying the display they used in their first session of gameplay, or in their
second. Our display identification (DI ) was the proportion of participants who correctly identified
the GSYNC on session.
As our only measure of gaming performance (GP), we used B4’s own in-game single-player
scoring system. However, we used several experiential measures.
Before any gameplay, and after each gameplay session, we asked participants to assess their
emotional state using the self-assessment manikin (SAM) [Bradley and Lang 1994], which employs
pictorial stimuli to aid description of emotion in a three-dimensional model originally proposed by
Mehrabian and Russell [Mehrabian and Russell 1974]. In their model, the pleasure dimension (SAM-
P) corresponds to semantic differential adjective pairs such as “unhappy-happy,” “annoyed-pleased,”
and “unsatisfied-satisfied;” the arousal dimension (SAM-A) to pairs such as “relaxed-stimulated,”
“calm-excited,” and “sluggish-frenzied;” and the dominance dimension (SAM-D) to pairs such as
“controlled-controlling,” “influenced-influential,” and “cared for-in control.” By substituting three
pictorial questions for Mehrabian and Russell’s 18 textual questions, SAM simplifies collection
of emotional self-assessments, and avoids many linguistic and cultural challenges. According to
Perse [Perse 2010], the SAM measure’s validity has been demonstrated repeatedly, and it has used
successfully by researchers in several fields, especially with visual audiovisual stimuli such as
movies, TV and film. To assess the emotional change brought about by each gameplay session
relative to prior emotional state, we used the difference between succeeding SAM assessments as
our measure, resulting in a between - before SAM difference, and an after - between difference.
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The Effects of Adaptive Synchronization on Performance and Experience in Gameplay 5:5
We also asked participants to estimate the number of minutes they had just played after each
gaming session. We then compared this number to the number of minutes they had actually played
to create our subjective duration assessment (SDA) measure. Czerwinski et al. [Czerwinski et al.
2001] suggested this implicit measure of usability, arguing that it reduced the positive bias prevalent
in explicit usability survey responses. When tasks felt difficult, users consistently overestimated the
task time. When tasks seemed easier, users underestimated task time. Bederson [Bederson 2004]
suggested further that SDA might be related to flow [Nakamura and Csikszentmihalyi 2014], a
state of full involvement in one’s activity, often characterized by a subjective acceleration of time.
4.3 Equipment
Because we sought to verify the existence of any effect of ASync on human performance and expe-
rience, we configured our equipment to maximize its improvement of frame times, and (hopefully)
experience. When frame times are very high, ASync’s improved times will still be high, and poor
experience should not improve much. When frame times are very low, ASync’s improved times
will still be low, and good experience should not improve much. We therefore targeted a modest
hardware platform with moderate frame rates of approximately 30Hz, where we expected ASync’s
improvements to have maximal experiential impact. As our review of temporal gaming technology
above makes clear, such modest systems are at the lower end of today’s broader market, but are
still widespread.
4.3.1 Hardware and Software. Games are specifically targeted in both NVIDIA’s marketing of
G-SYNC [NVIDIA 2018a] and AMD’s marketing of FreeSync [AMD 2018]. They make a natural
platform for our experiment, since they challenge both the people that play them, and the technology
that displays them. The game Battlefield 4 is a popular FPS specifically supported by NVIDIA
[NVIDIA 2018b]. All this makes NVIDIA’s G-SYNC quite likely to be effective with B4, so we chose
it as the software platform for our experiment.
Our PC used a 64-bit Intel Core 2 6600 CPU with 2.40GHz and 4GB RAM, and ran Windows 8.
In it we installed an unexceptional GeForce GTX 750 G-SYNC-enabled graphics card, which we
coupled to an Acer XB240H-A G-SYNC monitor. The GTX 750 is comparable to the GPU used in
the XBox One and the Playstation 4. Players used keyboard and mouse to interact with B4.
4.3.2 Configuration. NVIDIA, Acer, Windows and B4 provide many parameters that affect frame
times along with other display characteristics, which made configuring our experimental system
difficult. In making our choices, we continued to seek to maximize the effects of G-SYNC, but also
to find a configuration that was not atypical among gamers, and to ensure that gameplay would
not be taxing for participants. We collected data about G-SYNC’s effects on our system using the
well-known Fraps tool [Fraps 2013], which measures individual frame times. We did not use Fraps
to record video, minimizing its effect on system performance. We varied four parameters as we
collected frame time data: B4’s frame rate target (60Hz or 144Hz), its LOD (low, medium, high or
ultra), the Acer display’s refresh rate (120Hz or 144Hz), and NVIDIA’s G-SYNC (on or off). We
limited B4’s frame rate target to 60Hz or above, since 60Hz is a common minimum rate used in
gaming. Note that B4 does not strictly enforce this target at all, as the discussion below will make
clear. We used only the higher display refresh rates, because low refresh rates bring gamers few if
any compensating benefits. We also ensured that, as do actual frame rates, target frame rates never
exceeded refresh rates.
In examining our data, we sought parameters that maximized the improvements realized with
G-SYNC as measured by frame time mean, standard deviation, and number of outliers (over two
standard deviations from mean, which gamers experience as “jitter”). In our first round of testing
(included in supplementary data), we set B4’s target frame rate to 60Hz, while display refresh rate
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5:6 Watson, Shrivastava and Gavane
varied between 120Hz and 144Hz. Across all B4 LODs, the 144Hz refresh rate maximized G-SYNC’s
effects. In our second round of testing (Table 2), we held refresh rate at 144Hz while varying
B4’s target frame rate between between 60Hz and 144Hz. G-SYNC generally reduced frame time
mean, standard deviation, and outliers — but there were many exceptions. We chose the following
configuration for our experiment: 60Hz as B4’s frame rate target, 144Hz as the display refresh rate,
and B4’s medium LOD. We would manipulate G-SYNC during the experiment itself.
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The Effects of Adaptive Synchronization on Performance and Experience in Gameplay 5:7
they die in the game, B4 would let them restart from an earlier checkpoint. Most participants halted
practice early. If participants were members of the GS1 true group, G-SYNC was on during practice,
otherwise G-SYNC was off.
4.4.3 First Gameplay Session and Between Gameplay Measures. Participants then began their first
recorded session of gameplay. As in practice, if they were members of the GS1 true group, G-SYNC
was on, otherwise G-SYNC was off. However, to distinguish this session from practice gameplay,
participants played a different mission called “Baku” in the “easy” mode, starting inside a building
after the non-interactive cutscene, and finishing when they exited the building and entered an
open field. To reach the field, players must find their teammates, acquire weapons, and win a few
firefights with enemy soldiers. Should they die, players must restart from an earlier checkpoint.
All players were able to reach the field. Participants took an average of 11 minutes, 45 seconds to
finish this gameplay session. Participants were not told how long they had been playing during the
session.
We then recorded the participants’ scores from B4 as our GP measure. Participants also filled out
a survey that for our SDA measure asked them to estimate how long they been playing in the first
session, and used the SAM to assess how the first session affected them emotionally.
4.4.4 Second Gameplay Session and After Gameplay Measures. Participants then started their
second recorded session of gameplay, which was more difficult than the first. Now, if they were
members of the GS1 true group, G-SYNC was off, otherwise it was on. Participants continued the
“Baku” mission in “easy” mode from where they left it in the first session, attempting to cross an
open field and reach a large drainage pipe. To so so, players must engage a larger number of enemy
soldiers and vehicles, restarting from an earlier checkpoint if they died. Most participants were
able to reach the pipe, but we halted the sessions of three players after 15 minutes. Including these,
participants completed this session in an average of 11 minutes, 51 seconds. Again participants
were not told how long they had played during the session.
After this final gameplay session, we once more recorded participants’ B4 scores for our GP
measure. Participants again estimated the length of time they had been playing in this session for
our SDA measure, and assessed their emotional state using the SAM. For our DI measure, we also
asked participants to tell us which gameplay session they thought made use of G-SYNC. Only now,
after completing the entire experiment including the DI measure, did we tell participants which
session did in fact use G-SYNC.
4.5 Hypotheses
We introduce our experimental expectations by first discussing G-SYNC’s perceptibility, then its
effect on performance, followed by its impact on experience.
4.5.1 Perceptibility. With our display identification measure, we ask participants to compare two
temporally differing display conditions using visual and motor sensitivities. The peak frequency at
which humans can see temporal flicker is about 60Hz [Watson 1986], and just noticeable differences
between temporal frequencies above 30Hz are in the single digits (3-6Hz) [Watson and Ahumada
2011]. As we reviewed above, users can sense delays of as little as 9ms [Deber et al. 2015] in motor
tasks. In testing of our experimental equipment, the difference between G-SYNC on and G-SYNC off
conditions was only about 5Hz (centered around 30Hz) and 4.5ms on average. Moreover, conditions
were far from optimal, with brightness and frame rates varying widely, and judgments relying on
human memory. We therefore expected that according to the DI measure, G-SYNC would:
Be imperceptible. Participants would not be able to reliably identify the G-SYNC on session.
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5:8 Watson, Shrivastava and Gavane
4.5.2 Performance. As reviewed above, prior research provides solid evidence that better temporal
sampling and reduced delay improve human performance. We therefore expected that according to
the gaming performance measure, G-SYNC would:
Improve performance. Participants would be awarded more points by Battlefield 4 with G-SYNC
on than with G-SYNC off.
4.5.3 Experience. Prior research also provides evidence that better temporal display characteristics
improve experience, though it is less conclusive. We therefore expected that according to the explicit
Self Assessment Manikin measure and implicit subjective duration assessment measure, G-SYNC
would:
Improve experience. Participants would report feeling happier, more in control, and (perhaps)
more excited. They would also underestimate the passage of time, indicating they feel
appropriately challenged and more deeply engaged.
While we were confident that feelings of happiness and control were hallmarks of good experi-
ence, we were less certain that feeling excited, stimulated or frenzied were — particularly when the
game was new to most participants.
4.6 Results
In our review of experimental results, we again begin with perceptibility, continue with performance,
and close with experience. We only show significant main effects and two-way interactions.
4.6.1 Perceptibility. Participants correctly identified the G-SYNC display 56% of the time. This was
not significantly different from chance (50%) (χ 2 (1,27) = 0.15, p = .70). G-SYNC could not be reliably
identified by our participants, even though they knew they would make use of it.
4.6.2 Performance. Figure 2’s means show how G-SYNC interacts with G-SYNC first to affect
gaming performance. We analyzed these using a 3-factor mixed analysis of variance (ANOVA), with
G-SYNC within subjects, while G-SYNC first and years of gaming were between subjects. Table 3
shows all significant analysis results. G-SYNC significantly improved gaming performance, with
participants scoring nearly 10% more when G-SYNC was on (mean µ = 2342, standard error of
mean SEM = 139) than when it was off (µ = 2143, SEM = 167). Years of gaming also significantly
affected performance, with experience capable of raising scores by almost 100% (< 1: µ = 1618, SEM
= 203; < 5: µ = 2081, SEM = 125; > 5: µ = 2595, SEM = 164).
The effect of G-SYNC depended significantly on whether it was used in the first or the second
session (G-SYNC first). When participants began playing with G-SYNC on, they performed well
(µ = 2417, SEM = 166), and continued to perform well even when G-SYNC was turned off (µ = 2413,
SEM = 193). When participants started playing with G-SYNC off, they performed quite poorly
(µ = 1866, SEM = 263), but when G-SYNC was later turned on, their performance improved
dramatically (µ = 2273, SEM = 231).
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The Effects of Adaptive Synchronization on Performance and Experience in Gameplay 5:9
Fig. 2. G-SYNC × G-SYNC first effects on gam- Fig. 3. G-SYNC × G-SYNC first effects on SAM plea-
ing performance, with 95% confidence inter- sure, with 95% confidence intervals.
vals.
4.6.3 Experience. Figure 3’s means show how G-SYNC interacts with G-SYNC first to affect the
SAM’s pleasure dimension. We analyzed the effects of our three independent variables on this
measure using a 3-factor mixed ANOVA, much as we did our gaming performance measure. Table 4
shows significant analysis results. Over the entire experiment, participants experienced a slight
reduction of pleasure (µ = 0.28, SEM = 0.13), but those who started gameplay with G-SYNC on lost
significantly more pleasure (µ = 0.43, SEM = 0.17) than those who started with G-SYNC off (µ = .12,
SEM = .20). This G-SYNC first effect depended significantly on G-SYNC (Figure 3). All participants
experienced less pleasure after the first gameplay session, but while GS1 false participants reclaimed
most of their pleasure after the second gameplay session with G-SYNC on, the experienced pleasure
of GS1 true participants did not change after their second gameplay session with G-SYNC off.
Figure 4’s means show how G-SYNC interacts with years of gaming to affect SAM’s dominance
dimension. We again sought effects using a 3-factor mixed ANOVA. Table 4 shows significant and
marginally significant analysis results. G-SYNC had a marginally significant effect, with participants
experiencing a slight gain of control with G-SYNC on (µ = 0.19, SEM = 0.20), and a very slight
loss of control with G-SYNC off (µ = −0.07, SEM = 0.15). This experience of control depended
significantly on years of gaming, with participants with less than 1 and less than 5 years of gaming
experiencing a drop in control when G-SYNC was off, and an increase of control when G-SYNC
was on. In contrast, participants with more than 5 years of gaming felt no change of control when
G-SYNC was off, and a decline of control when G-SYNC was on.
There were no significant effects on SAM’s arousal dimension, and only one marginally significant
effect on subjective duration assessment. When participants used G-SYNC first, they experienced a
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5:10 Watson, Shrivastava and Gavane
Fig. 4. G-SYNC × years of gaming effects on SAM dominance, with 95% confidence intervals.
very slight time acceleration (µ = −0.36minutes, SEM = 0.85). However, when participants did not
begin the experiment with G-SYNC, they experienced a slowing of time (µ = 3.46minutes, SEM =
1.37), indicating subjective difficulty and a reduced sense of flow.
5 DISCUSSION
Our discussion first spans our experimental hypotheses, and then moves on to implications for
researchers, gamers and technologists.
5.1 Hypotheses
Our hypotheses focused on perceptibility, performance and experience.
5.1.1 Perceptibility. We hypothesized that ASync would be imperceptible, and this proved true in
our experiment. This has important implications for our experiential measures, since ASync imper-
cepthttps://www.overleaf.com/project/5c1a0be6485aff621e3ffd18ibility eliminates the possibility
of conscious bias reacting to any “improved” display. It is interesting to note that when explicitly
asked to identify the G-SYNC display, participants could not accurately do it, but when explicitly
asked for experiential self-assessments, participant responses were reliably related to G-SYNC.
5.1.2 Performance. We also hypothesized that ASync would improve performance, and indeed it
increased gaming performance in Battlefield 4 by 10%. Interestingly, we also found that ASync’s
effect on performance was “sticky”: those who began gameplay with G-SYNC quickly achieved a
high level of performance, and when they continued without it were able to maintain that improved
performance. In contrast, the performance of those who began gameplay without G-SYNC suffered
in comparison (roughly 33% worse), though when G-SYNC was eventually turned on, they achieved
similar performance to those who began with G-SYNC.
One possible explanation of ASync’s “stickiness” is an interaction with learning. In the first
gaming session, participant performance was lower than it would be later. However, participants
using G-SYNC first benefitted from a compensating improvement in performance. In the second
gaming session, those participants lost those benefits, but learning had improved their performance
— leaving their resulting performance unchanged. Participants using G-SYNC second now received
its performance benefits, and were able to achieve the same level of performance as those using it
first. It remains to be seen what might happen if participant learning continued with G-SYNC.
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The Effects of Adaptive Synchronization on Performance and Experience in Gameplay 5:11
5.1.3 Experience. Our final hypothesis was that ASync would improve experience, at least as by
the SAM’s pleasure and dominance dimensions, and by subjective duration assessment. Our results
here were mixed, and more complex than we anticipated.
ASync in fact reduced self-reported pleasure slightly. Moreover, while all participants felt less
pleasure after the first gaming session, only those who played that session without G-SYNC
then experienced an increase in pleasure. We speculate that learning dominated and reduced the
experience of pleasure in the first session of gameplay, whether or not G-SYNC was on. In the
second session, learning’s effect on pleasure no longer dominated, giving those using G-SYNC in
that session more pleasure than those without G-SYNC. Thus those who played without G-SYNC in
the first session had worse performance then, but experienced more pleasure in the second session.
Those who played with G-SYNC in the first session has better performance then, but experienced
less pleasure in the second session.
ASync produced a marginally reliable, moderate improvement in self-reported dominance.
ASync’s effect on dominance gained clarity when viewed in relation to the years of gameplay
participants reported. The most experienced players actually felt less in control when G-SYNC was
on, and no change in control when it was off. Other players, as we anticipated, felt less in control
when G-SYNC was off, and more in control when it was on. We speculate that seasoned players were
better able to assess their own level of mastery, and so were better able to decouple the experience
of control from the performance benefits of G-SYNC. When G-SYNC was off, it hid performance
failures, and did not affect experienced control. When G-SYNC was on, it exposed these failures, and
reduced their experienced control. Less experienced players confounded G-SYNC’s performance
benefits with their own mastery.
We hypothesized that ASync might increase experienced excitement, but were uncertain, par-
ticularly while players were still at this early stage of gameplay. We found no effect of G-SYNC
on arousal. We also expected that ASync would reduce subjective difficulty and increase flow as
measured by subjective duration assessment. In fact, G-SYNC had no reliable overall impact, though
when used in the first gameplay session, it produced a marginally reliable improvement. In implicit
experience as measured by SDA, G-SYNC may have compensated for the learning difficulties of
the first gameplay session, even as it did not significantly alter explicitly reported pleasure in that
session.
5.2 Implications
We begin discussing the implications of our research with a review of its limitations. We then move
on to its implications for gamers and technologists.
5.2.1 Limitations. Our results should not be over-generalized. Our experiment explored ASync
effects in a small range of modest frame rates, with only one game genre, using participants
somewhat uniform in age and gaming familiarity. In this first experiment, we sought to maximize
and confirm ASync’s impacts by using a modest graphics system with moderate 30Hz frame rates.
Though our system is similar to many platforms still in broad use, we could future-proof and
improve the external validity of our work by examining systems with 60Hz and perhaps 120Hz
frame rates. B4 is an FPS representing one of the most popular game genres. However, there are
other genres that are just as popular, including action, sports and role-playing games. Our players
were uniformly young and though dedicated, not professional or very experienced with B4. We
hope to continue this work both with more experienced gamers quite familiar with the game they
are playing, and with a broader range of gamers.
5.2.2 Gaming implications. Gamers will be glad to have evidence that ASync can improve gaming
performance, though it remains to be seen if this holds true at higher frame rates, as play continues
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5:12 Watson, Shrivastava and Gavane
for extended periods, as gamer expertise reaches peak levels, and ASync is used with games beside
B4. We also found evidence that ASync help particpants learn new games, suggesting that ASync
might help players find a good experience more quickly.
5.2.3 Technological implications. The fact that participants could not reliably identify the ASync
display poses a marketing challenge for NVIDIA and AMD: it might be difficult to sell a product
that does not look like an obvious improvement. ASync manufacturers might instead emphasize
and reproduce the performance benefits we found in our research — or perhaps seek to make ASync
more perceivable, without reducing its performance benefits. Prior research indicates that content
containing significant motion, or latency-sensitive tasks such as the tracking that FPS gamers must
perform to hit moving targets, should make ASync’s benefits more obvious.
ACKNOWLEDGMENTS
Our thanks to I3D’s anonymous reviewers, who provided valuable perspective and suggestions.
Josef Spjut and Joowhan Kim of NVIDIA Research also helped improve the paper, and provided
detailed information about G-SYNC. Early work on this project was performed by undergraduates
supported by an NSF REU Site grant.
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