
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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Key Factors
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Comparing Per-Player and Group-Level Results
Choose the result that matches the question being investigated.
| Factor | Option A: Frames per Player | Option B: Total Group Frames | What It Means |
|---|---|---|---|
| Primary measure | Annual frames experienced by one average player | Annual frames experienced by all players assigned to a group | The appropriate measure depends on whether the focus is individual experience or cohort scale. |
| Affected by FPS | Yes | Yes | Both measures increase or decrease with the selected average frame rate. |
| Affected by player allocation | No | Yes | Only group totals incorporate the number of assigned players. |
| Affected by play time | Yes | Yes | More annual gameplay time increases both results. |
| Useful for comparing experiences | Direct comparison of control and variant player exposure | Comparison includes unequal cohort sizes | Per-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.
Balanced Versus Uneven Test Allocation
Compare how allocation choices change annual group exposure.
| Factor | Option A: 50/50 Allocation | Option B: Uneven Allocation | What It Means |
|---|---|---|---|
| Control and variant cohort size | Equal estimated player counts | Different estimated player counts | The intended experiment design determines the appropriate split. |
| Per-player annual frames | Unchanged by the split | Unchanged by the split | FPS and activity determine per-player frames. |
| Total group frame difference | Cohort size is balanced | Larger allocation produces larger group exposure | Group totals reflect the allocation as well as FPS. |
| Ease of group-total comparison | More directly comparable cohort scale | Requires attention to differing group sizes | Equal cohort estimates simplify descriptive comparisons of total exposure. |
| Variant exposure volume | Half of annual players receive the variant | Based on the chosen variant percentage | A 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
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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