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Frame Rate Per-Player Exposure vs Group Frame Exposure

Compare per-player annual frame estimates with total A/B test group frame exposure for gaming FPS experiments.

Per-player and group-level results answer different planning questions. Per-player exposure isolates the gameplay experience, while group exposure incorporates the size of each assigned cohort.

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About Frame Rate Per-Player Exposure vs Group Frame Exposure

Per-player and group-level results answer different planning questions. Per-player exposure isolates the gameplay experience, while group exposure incorporates the size of each assigned cohort.

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Comparisons

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Key Factors

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Results

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1

Comparing Per-Player and Group-Level Results

Choose the result that matches the question being investigated.

FactorOption A: Frames per PlayerOption B: Total Group FramesWhat It Means
Primary measureAnnual frames experienced by one average playerAnnual frames experienced by all players assigned to a groupThe appropriate measure depends on whether the focus is individual experience or cohort scale.
Affected by FPSYesYesBoth measures increase or decrease with the selected average frame rate.
Affected by player allocationNoYesOnly group totals incorporate the number of assigned players.
Affected by play timeYesYesMore annual gameplay time increases both results.
Useful for comparing experiencesDirect comparison of control and variant player exposureComparison includes unequal cohort sizesPer-player results avoid allocation-driven differences.

Use frames per player to compare the estimated exposure of the two experiences, and use total group frames to understand annual cohort scale.

2

Balanced Versus Uneven Test Allocation

Compare how allocation choices change annual group exposure.

FactorOption A: 50/50 AllocationOption B: Uneven AllocationWhat It Means
Control and variant cohort sizeEqual estimated player countsDifferent estimated player countsThe intended experiment design determines the appropriate split.
Per-player annual framesUnchanged by the splitUnchanged by the splitFPS and activity determine per-player frames.
Total group frame differenceCohort size is balancedLarger allocation produces larger group exposureGroup totals reflect the allocation as well as FPS.
Ease of group-total comparisonMore directly comparable cohort scaleRequires attention to differing group sizesEqual cohort estimates simplify descriptive comparisons of total exposure.
Variant exposure volumeHalf of annual players receive the variantBased on the chosen variant percentageA larger variant allocation increases variant cohort exposure.

Changing allocation does not alter annual frames for an individual player, but it can substantially change total annual frames in each test group.

Key Differences at a Glance

Frames per player are driven by gameplay time and FPS.

Total group frames also depend on annual player volume and allocation.

A higher variant FPS increases annual frames per player when activity is held constant.

Equal allocation balances estimated cohort size but does not make FPS equal.

Frame volume is not a measurement of frame consistency, latency, or player outcomes.

How to Decide

Choose this if: Use measured average FPS rather than a configured target when real-world telemetry is available.
Choose this if: Compare per-player results when evaluating the estimated difference between player experiences.
Choose this if: Review group totals when planning the approximate scope of each test cohort.
Choose this if: Keep activity assumptions consistent between control and variant when making a simple FPS comparison.
Choose this if: Interpret frame exposure alongside separately measured performance and product metrics.

Assumptions

  • Control and variant player behavior is represented with the same average daily play time and active days.
  • Player assignments are assumed to follow the selected allocation.
  • Frame rates are average values during active gameplay.
  • Results are planning estimates rather than measurements of actual device-level output.

Related Comparisons

Frequently Asked Questions

Which result is better for comparing control and variant FPS?

Frames per player are generally the clearer comparison because allocation does not affect them.

Why can the variant have more total frames with the same number of players?

A higher FPS produces more frames during the same amount of gameplay time.

Can uneven allocation change the FPS increase percentage?

No. The percentage change is based only on control and variant FPS values.

Should total group frames be used to judge experiment success?

No. They describe exposure volume, not whether the variant improved player or product outcomes.

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