论文标题

电子竞技边界:竞争游戏的渲染

The Esports Frontier: Rendering for Competitive Games

论文作者

Spjut, Josef, Madhusudan, Arjun, Watson, Benjamin, Boudaoud, Ben, Kim, Joohwan

论文摘要

实时图形通常被认为是超过30 fps的任何事物,其中应用程序的相互作用变得足够流动,以实现高相互作用的速度。受电子竞技和竞争性游戏的启发,在该游戏中,玩家经常超过10倍的实时阈值(Esports显示通常达到360 Hz或以上),此谈话开始探索渲染方式如何有机会超越关注现状的图像质量或帧速率。电子竞技游戏玩家经常拒绝增加图像质量的所有选择,以换取最大帧速率。但是,仍然有一个独特的机会将视频作为一系列图像的序列,而是重新考虑管道以进行更连续的更新。

Real-time graphics is commonly thought of as anything exceeding about 30 fps, where the interactivity of the application becomes fluid enough for high rates of interaction. Inspired by esports and competitive gaming, where players regularly exceed the threshold for real-time by 10x (esports displays commonly reach 360 Hz or beyond), this talk begins the exploration of how rendering has the opportunity to evolve beyond the current state of focus on either image quality or frame rate. Esports gamers regularly decline nearly all options for increased image quality in exchange for maximum frame rates. However, there remains a distinct opportunity to move beyond the focus on video as a sequence of images and instead rethink the pipeline for more continuous updates.

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