{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,4]],"date-time":"2026-06-04T03:44:46Z","timestamp":1780544686721,"version":"3.54.1"},"reference-count":21,"publisher":"Association for Computing Machinery (ACM)","issue":"1","content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Proc. ACM Comput. Graph. Interact. Tech."],"published-print":{"date-parts":[[2026,5,1]]},"abstract":"<jats:p>\n                    Frametime spikes and graphical fidelity both matter for the feel of first-person shooter (FPS) games, yet their combined effects are not well understood. This paper examines how graphics settings and frametime spikes during aiming interact with player performance and experience. We developed a custom FPS game with configurable textures, lighting, and visual effects, and induced frametime spikes of 0\u00a0ms, 225\u00a0ms, or 675\u00a0ms during play. Twenty-one participants completed all combinations of graphics and spikes while providing performance data and subjective ratings for visual quality and smoothness. Results show that graphics quality primarily affects perceived visual\n                    <jats:italic toggle=\"yes\">quality<\/jats:italic>\n                    , while frametime spikes primarily reduce perceived\n                    <jats:italic toggle=\"yes\">smoothness<\/jats:italic>\n                    . Performance (i.e., score and accuracy) declines with larger spikes but remains largely unchanged across graphics settings. These findings suggest that spike magnitude, rather than graphics quality, is the dominant factor shaping smoothness and performance, while players still notice higher-quality graphics.\n                  <\/jats:p>","DOI":"10.1145\/3804493","type":"journal-article","created":{"date-parts":[[2026,5,1]],"date-time":"2026-05-01T12:35:16Z","timestamp":1777638916000},"page":"1-15","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":1,"title":["Impact of Graphical Fidelity and Frame-Time Stutter in a First-Person Shooter Game"],"prefix":"10.1145","volume":"9","author":[{"ORCID":"https:\/\/orcid.org\/0009-0000-0037-641X","authenticated-orcid":false,"given":"Samin Shahriar","family":"Tokey","sequence":"first","affiliation":[{"name":"Interactive Media and Game Development","place":["Worcester, USA"]},{"name":"Worcester Polytechnic Institute","place":["Worcester, USA"]}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-4195-0793","authenticated-orcid":false,"given":"Ben","family":"Boudaoud","sequence":"additional","affiliation":[{"name":"Research","place":["Durham, NC, USA, USA"]},{"name":"NVIDIA","place":["Durham, NC, USA, USA"]}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-5467-1008","authenticated-orcid":false,"given":"Joohwan","family":"Kim","sequence":"additional","affiliation":[{"name":"NVIDIA","place":["Santa Clara, USA"]}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-5483-7867","authenticated-orcid":false,"given":"Josef","family":"Spjut","sequence":"additional","affiliation":[{"name":"NVIDIA","place":["Durham, USA"]}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-8594-3400","authenticated-orcid":false,"given":"Peter","family":"Xenopoulos","sequence":"additional","affiliation":[{"name":"NVIDIA","place":["New York, USA"]}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-2965-9442","authenticated-orcid":false,"given":"Mark","family":"Claypool","sequence":"additional","affiliation":[{"name":"Worcester Polytechnic Institute","place":["Worcester, USA"]}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"320","published-online":{"date-parts":[[2026,5,1]]},"reference":[{"key":"e_1_3_2_2_1","doi-asserted-by":"publisher","DOI":"10.2352\/EI.2025.37.11.HVEI-210"},{"key":"e_1_3_2_3_1","doi-asserted-by":"publisher","DOI":"10.1117\/12.705995"},{"key":"e_1_3_2_4_1","doi-asserted-by":"publisher","DOI":"10.1145\/3386569.3392411"},{"key":"e_1_3_2_5_1","doi-asserted-by":"publisher","DOI":"10.1145\/2523429.2523473"},{"key":"e_1_3_2_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/3311350.3347171"},{"key":"e_1_3_2_7_1","doi-asserted-by":"publisher","DOI":"10.1109\/MCG.2008.113"},{"key":"e_1_3_2_8_1","article-title":"Revolutionizing Gameplay: Technological Advancements in Video Game Realms","author":"Ivanova Alyssa","year":"2023","unstructured":"Alyssa Ivanova. 2023. 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The Influence of Variable Frame Timing on First-Person Gaming. arXiv abs\/2306.01691 (2023).","journal-title":"arXiv"},{"key":"e_1_3_2_11_1","doi-asserted-by":"publisher","DOI":"10.1109\/NetGames.2015.7382997"},{"key":"e_1_3_2_12_1","doi-asserted-by":"publisher","DOI":"10.1145\/3544548.3580665"},{"key":"e_1_3_2_13_1","doi-asserted-by":"publisher","DOI":"10.23919\/CNSM62983.2024.10814458"},{"key":"e_1_3_2_14_1","doi-asserted-by":"publisher","DOI":"10.1109\/GLOBECOM48099.2022.10001407"},{"key":"e_1_3_2_15_1","doi-asserted-by":"publisher","DOI":"10.1109\/QoMEX.2016.7498968"},{"key":"e_1_3_2_16_1","article-title":"Why Does High FPS Matter For Esports?","author":"Tamasi Tony","year":"2019","unstructured":"Tony Tamasi. 2019. Why Does High FPS Matter For Esports? https:\/\/www.nvidia.com\/en-us\/geforce\/news\/what-is-fps-and-how-it-helps-you-win-games\/. Accessed: Feb 19, 2025.","journal-title":"https:\/\/www.nvidia.com\/en-us\/geforce\/news\/what-is-fps-and-how-it-helps-you-win-games\/"},{"key":"e_1_3_2_17_1","doi-asserted-by":"publisher","DOI":"10.1109\/QoMEX65720.2025.11219931"},{"issue":"2","key":"e_1_3_2_18_1","first-page":"1","article-title":"The Effects of Adaptive Synchronization on Performance and Experience in Gameplay","volume":"2","author":"Watson Benjamin","year":"2019","unstructured":"Benjamin Watson, Amory Spaulding, Trevor Davis, Yuting He, Ke Yao, and Abigail King. 2019. The Effects of Adaptive Synchronization on Performance and Experience in Gameplay. ACM Computer Graphics and Interactive Techniques 2, 2 (2019), 1\u201313.","journal-title":"ACM Computer Graphics and Interactive Techniques"},{"key":"e_1_3_2_19_1","doi-asserted-by":"publisher","DOI":"10.1109\/MCG.2024.3361733"},{"key":"e_1_3_2_20_1","doi-asserted-by":"publisher","DOI":"10.1145\/3625468.3647625"},{"key":"e_1_3_2_21_1","doi-asserted-by":"publisher","DOI":"10.1109\/QoMEX65720.2025.11219942"},{"key":"e_1_3_2_22_1","doi-asserted-by":"publisher","DOI":"10.35784\/jcsi.7482"}],"container-title":["Proceedings of the ACM on Computer Graphics and Interactive Techniques"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3804493","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2026,5,1]],"date-time":"2026-05-01T12:59:53Z","timestamp":1777640393000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3804493"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2026,5,1]]},"references-count":21,"journal-issue":{"issue":"1","published-print":{"date-parts":[[2026,5,1]]}},"alternative-id":["10.1145\/3804493"],"URL":"https:\/\/doi.org\/10.1145\/3804493","relation":{},"ISSN":["2577-6193"],"issn-type":[{"value":"2577-6193","type":"electronic"}],"subject":[],"published":{"date-parts":[[2026,5,1]]},"assertion":[{"value":"2026-05-01","order":3,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}