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Gaming Frame Rate A/B Test Monthly Impact Formula

Learn how to estimate monthly conversion lift and added value from testing a higher game frame rate.

This calculation estimates the expected monthly impact of assigning some eligible players to a higher-FPS experience. It combines the traffic split, baseline conversion rate, assumed relative conversion uplift, and value per conversion to show the estimated incremental result against an all-control baseline.

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Incremental Monthly Value

Incremental monthly value = Monthly players × Test allocation × Control conversion rate × Expected relative uplift × Value per conversion

Where:

Only players assigned to the test receive the assumed conversion change. The formula calculates the extra conversions expected from that group, then multiplies them by the value of one conversion.

Variables Explained

VariableWhat It MeansUnit
monthlyPlayers - Monthly eligible playersThe number of players who can potentially be included in the experiment during a typical month.players
testAllocation - Test traffic allocationThe percentage of eligible players assigned to the higher-frame-rate variant.percent
controlConversionRate - Control conversion rateThe baseline conversion rate for players receiving the current experience.percent
expectedConversionUplift - Expected conversion upliftThe assumed relative percentage change in conversion rate for the higher-FPS variant.percent
valuePerConversion - Value per conversionThe average revenue or internal value assigned to one conversion.currency
controlFrameRate - Control frame rateThe average FPS of the current player experience.FPS
testFrameRate - Test frame rateThe average FPS available in the test experience.FPS

Step-by-Step Calculation

1

Find the frame rate increase

Subtract the control FPS from the test FPS to show the absolute performance difference being tested.

frameRateIncrease = testFrameRate - controlFrameRate

2

Split eligible players between groups

Calculate the number of eligible monthly players assigned to the higher-frame-rate variant.

testPlayers = monthlyPlayers * (testAllocation / 100)

3

Convert the control rate to decimal form

Conversion rates entered as percentages must be divided by 100 before multiplying by player counts.

controlConversionRateDecimal = controlConversionRate / 100

4

Estimate the test conversion rate

Apply the assumed relative uplift to the control conversion rate. This produces a projected rate, not an observed experiment result.

testConversionRate = controlConversionRate * (1 + expectedConversionUplift / 100)

5

Calculate projected conversions

Add expected control-group conversions to expected test-group conversions.

projectedMonthlyConversions = monthlyPlayers * (1 - testAllocation / 100) * (controlConversionRate / 100) + testPlayers * (testConversionRate / 100)

6

Calculate the all-control baseline

This is the expected conversion count if every eligible player received the control experience.

baselineMonthlyConversions = monthlyPlayers * (controlConversionRate / 100)

7

Calculate lift and value

The difference from the baseline is the expected incremental conversion lift; multiplying it by value per conversion estimates added monthly value.

incrementalMonthlyRevenue = (projectedMonthlyConversions - baselineMonthlyConversions) * valuePerConversion

Example: 60 FPS test versus 30 FPS control

Control frame rate30 FPS
Test frame rate60 FPS
Monthly eligible players100,000 players
Test traffic allocation50%
Control conversion rate5%
Expected conversion uplift5%
Value per conversion$10
1

Frame rate increase

60 - 30

30 FPS

2

Test players

100,000 × 50%

50,000 players

3

Estimated test conversion rate

5% × (1 + 5% / 100)

5.25%

4

Projected monthly conversions

50,000 × 5% + 50,000 × 5.25%

5,125 conversions

5

All-control baseline conversions

100,000 × 5%

5,000 conversions

6

Incremental conversions

5,125 - 5,000

125 conversions

7

Incremental monthly value

125 × $10

$1,250

Final Result

With a 30 FPS increase and a 5% assumed relative conversion uplift, the 50/50 experiment is estimated to add 125 monthly conversions and $1,250 in monthly value.

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Assumptions

  • Eligible player volume remains broadly stable throughout the month.
  • The expected uplift is a relative change from the control conversion rate, rather than a percentage-point increase.
  • The traffic allocation is implemented as entered and players are exposed to their assigned experience.
  • Each conversion has the same average value used in the calculation.
  • The higher frame rate is the main meaningful difference between the test and control variants.

Limitations

  • !The model estimates an expected outcome and does not establish that frame rate causes a conversion change.
  • !Actual effects may vary by game genre, device performance, network conditions, player segment, and conversion event.
  • !The calculation does not measure statistical significance, confidence intervals, or experiment power.
  • !A monthly player count may include players with unequal exposure time or different opportunities to convert.
  • !Average value per conversion can differ across player cohorts and transaction types.

Common Mistakes to Avoid

1

Entering a percentage-point change as a relative uplift; for example, moving from 5% to 5.25% is a 5% relative uplift, not a 0.25% uplift.

2

Assuming that a larger FPS increase automatically produces a larger conversion increase.

3

Using total game installs instead of the players actually eligible to see the experiment.

4

Treating projected lift as a statistically validated test result.

5

Using gross purchase value when the intended metric is a different internal conversion value.

6

Forgetting that only the test allocation receives the projected uplift during the experiment.

Related Formulas

Frequently Asked Questions

How is incremental monthly conversion lift calculated for a gaming FPS A/B test?

It is the difference between projected mixed-group conversions and the conversions expected if all eligible players received the control experience. With a relative uplift assumption, it equals test players multiplied by the control rate and uplift.

How do I calculate the test conversion rate from a relative uplift?

Multiply the control conversion rate by 1 plus the uplift divided by 100. For example, 5% with a 5% relative uplift becomes 5% × 1.05, or 5.25%.

Does the frame rate increase appear directly in the monthly value formula?

No. FPS difference describes the performance change being tested. The financial estimate uses the conversion uplift assumed or observed for that change.

Can expected conversion uplift be negative?

Yes. A negative uplift models a projected decline in conversion for the test variant and produces negative incremental conversions and value.

Why does test allocation change estimated monthly impact?

The assumed effect applies only to players in the test group. More test traffic exposes more eligible players to the projected change during that month.

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