Video game performance analysis on selected operating systems

Agata Wrześniewska

agata.wrzesniewska@pollub.edu.pl
Department of Computer Science, Lublin University of Technology (Poland)

Maria Skublewska-Paszkowska


Lublin University of Technology (Poland)

Abstract

The video game industry is currently one of the most dominant in IT. Unfortunately, developers rarely focus on maintaining older games, which often leads to the inability to launch them on newer systems. The aim of the paper is the video game performance analysis on selected operating systems. The analysis was performed on the first three installments of The Sims series, published in the first decade of the 21st century, on a computer with Windows XP as the operating system and another with Windows 10 as the operating system. For the performance analysis three hardware monitoring programs were used: Open Hardware Monitor, MSI Afterburner and Windows Performance Monitor. In addition, all tested games were compared visually in order to determine whether their appearance and available graphic options are the same on both systems. Results analysis have shown, that despite lower system load in all games on the computer with Windows 10 there are some graphical anomalies not present on the older operating system.


Keywords:

video games, operating system, performance analysis, The Sims

J. R. Parker, Games are art: Video games as theatrical performance, IEEE Consumer Electronics Society's International Games Innovations Conference (2013) 203-208, https://doi.org/10.1109/igic.2013.6659148.
DOI: https://doi.org/10.1109/IGIC.2013.6659148   Google Scholar

Limity pamięci systemów operacyjnych Windows i Windows Server, https://learn.microsoft.com/en-us/windows/win32/memory/memory-limits-for-windows-releases, [05.05.2023].
  Google Scholar

J. R. Mashey, The long road to 64 bits, ACM Queue 4(8) (2006) 24-35, https://doi.org/10.1145/1165754.1165766.
DOI: https://doi.org/10.1145/1165754.1165766   Google Scholar

C. Wressnegger, F. Yamaguchi, A. Maier, K. Rieck, Twice the bits, twice the trouble: Vulnerabilities induced by migrating to 64-bit platforms, Proceedings of the ACM Conference on Computer and Communications Security (2016) 541-552, https://doi.org/10.1145/2976749.2978403.
DOI: https://doi.org/10.1145/2976749.2978403   Google Scholar

M. Doggett, Texture Caches, IEEE Micro 32(3) (2012) 136-141, https://doi.org/10.1109/mm.2012.44.
DOI: https://doi.org/10.1109/MM.2012.44   Google Scholar

J. D. Owens, M. Houston, D. Luebke, S. Green, J. E. Stone, J. C. Phillips, GPU computing, Proceedings of the IEEE 96(5) (2008) 879-899, https://doi.org/10.1109/jproc.2008.917757.
DOI: https://doi.org/10.1109/JPROC.2008.917757   Google Scholar

D. Blythe, Rise of the Graphics Processor, Proceedings of the IEEE 96(5) (2008) 761–778, https://doi.org/10.1109/jproc.2008.917718.
DOI: https://doi.org/10.1109/JPROC.2008.917718   Google Scholar

L. Caroux, K. Isbister, L. L. Bigot, N. Vibert, Player-video game interaction: A systematic review of current concepts, Computers in Human Behavior 48 (2015) 366-381, https://doi.org/10.1016/j.chb.2015.01.066.
DOI: https://doi.org/10.1016/j.chb.2015.01.066   Google Scholar

D. Johnson, J. Gardner, P. Sweetser, Motivations for videogame play: Predictors of time spent playing, Computers in Human Behavior 63 (2016) 805-812, https://doi.org/10.1016/j.chb.2016.06.028.
DOI: https://doi.org/10.1016/j.chb.2016.06.028   Google Scholar

P. Barr, J. Noble, R. Biddle, Video game values: Human-computer interaction and games, Interacting with Computers 19(2) (2007) 180-195, https://doi.org/10.1016/j.intcom.2006.08.008.
DOI: https://doi.org/10.1016/j.intcom.2006.08.008   Google Scholar

R. E. S. Santos, C. V. C. Magalhes, L. F. Capretz, J. S. Correia-Neto, F. Q. B. Da Silva, A. Saher, Computer games are serious business and so is their quality: Particularities of software testing in game development from the perspective of practitioners, Proceedings of the 12th ACM/IEEE International Symposium on Empirical Software Engineering and Measurement (2018) 1-10, https://doi.org/10.1145/3239235.3268923.
DOI: https://doi.org/10.1145/3239235.3268923   Google Scholar

C. Politowski, Y. G. Guéhéneuc, F. Petrillo, Towards automated video game testing, Proceedings of the 6th International ICSE Workshop on Games and Software Engineering: Engineering Fun, Inspiration, and Motivation (2022) 37-43, https://doi.org/10.1145/3524494.3527627.
DOI: https://doi.org/10.1145/3524494.3527627   Google Scholar

F. T. Tschang, Videogames as Interactive Experiential Products and their Manner of Development, International Journal of Innovation Management 09(01) (2005) 103–131, https://doi.org/10.1142/s1363919605001198.
DOI: https://doi.org/10.1142/S1363919605001198   Google Scholar

J. Kasurinen, K. Smolander, What do game developers test in their products? Proceedings of the 8th ACM/IEEE International Symposium on Empirical Software Engineering and Measurement - ESEM ’14 (2014) 1-10, https://doi.org/10.1145/2652524.2652525.
DOI: https://doi.org/10.1145/2652524.2652525   Google Scholar

C. Lewis, J. Whitehead, N. Wardrip-Fruin, What went wrong: A taxonomy of video game bugs, Proceedings of the 5th International Conference on the Foundations of Digital Games (2010) 108-115, https://doi.org/10.1145/1822348.1822363.
DOI: https://doi.org/10.1145/1822348.1822363   Google Scholar

S. Varvaressos, K. L. Lavoie, S. Gaboury, S. Hallé, Automated Bug Finding in Video Games: A case study for runtime monitoring, Computers in Entertainment 15(1) (2017) 1–28, https://doi.org/10.1145/2700529.
DOI: https://doi.org/10.1145/2700529   Google Scholar

J. Roca, V. Moya, C. Gonzalez, C. Solis, A. Fernandez, R. Espasa, Workload Characterization of 3D Games, IEEE International Symposium on Workload Characterization (2006) 17-26, https://doi.org/10.1109/iiswc.2006.302726.
DOI: https://doi.org/10.1109/IISWC.2006.302726   Google Scholar

H. AlGhamdi, C. Bezemer, W. Shang, A. E. Hassan, P. Flora, Towards reducing the time needed for load testing, Journal of Software 35(3) (2020) 1-17, https://doi.org/10.1002/smr.2276.
DOI: https://doi.org/10.1002/smr.2276   Google Scholar

H. Żukowski, Comparison of 3D games’ efficiency with use of CRYENGINE and Unity game engines, Journal of Computer Sciences Institute 13 (2019) 345–348, https://doi.org/10.35784/jcsi.1330.
DOI: https://doi.org/10.35784/jcsi.1330   Google Scholar

F. N. Sibai, 3D graphics performance scaling and workload decomposition and analysis, 6th IEEE/ACIS International Conference on Computer and Information Science ICIS; 1st IEEE/ACIS International Workshop on e-Activity IWEA (2007) 604-609, https://doi.org/10.1109/icis.2007.3.
DOI: https://doi.org/10.1109/ICIS.2007.3   Google Scholar

B. Sprunt, The basics of performance-monitoring hardware, IEEE Micro 22(4) (2002) 64–71, https://doi.org/10.1109/mm.2002.1028477.
DOI: https://doi.org/10.1109/MM.2002.1028477   Google Scholar

Seria gier komputerowych The Sims, https://en.wikipedia.org/wiki/The_Sims, [18.06.2023].
  Google Scholar

Informacje na temat temperatur procesorów Intel, https://www.intel.pl/content/www/pl/pl/support/articles/000005597/processors.html, [03.06.2023].
  Google Scholar

Download


Published
2023-12-29

Cited by

Wrześniewska, A., & Skublewska-Paszkowska, M. (2023). Video game performance analysis on selected operating systems. Journal of Computer Sciences Institute, 29, 317–324. https://doi.org/10.35784/jcsi.3772

Authors

Agata Wrześniewska 
agata.wrzesniewska@pollub.edu.pl
Department of Computer Science, Lublin University of Technology Poland

Authors

Maria Skublewska-Paszkowska 

Lublin University of Technology Poland

Statistics

Abstract views: 182
PDF downloads: 168