Other techniques that worked well were too perceptible, and some previously-successful techniques did not work well in any game-like scenario. These studies show that two techniques - bullet magnetism and area cursor - worked well in a wide variety of situations. ![]() We systematically examined the relationships between realistic game elements and assist performance (study 3). The assists worked well in a target-range scenario (study 1), but their performance was reduced when game elements were introduced in a walkthrough map (study 2). We carried out three studies of the performance of five different aim assists in an Unreal-based game world. ![]() ![]() Aim-assistance techniques have been shown to work for player balancing in 2D environments, but little information exists about how well these techniques will work in a 3D FPS game.
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