So I have simply calculated the mean average of all the results.
One person posted his ‘relaxed’ results. It was the same speed as his other 3 results at full concentration.
Raw data (each line is a different person)
25.2, 21.9, 22
30.4, 26.7, 27.5
23, 21
23.3, 27.7
25.2, 25.5, 27.4, 26.7, 26.5, 26.4
26, 31, 27
24, 22, 22
24.8
23.6
28.6
28, 28, 27
21.9
Sum = 740.3
29 total bits of data
740.3/29 = 25.53 frames
Mean average = 25.53 frames
Now lets work out what that is in milliseconds.
We previously worked out that if there are 60 frames in a second then
30 frames = half a second = 500 milliseconds
24 frames = 40 percent of a second = 400 milliseconds
18 frames = 30 percent of a second = 300 milliseconds
To work out the 24 frames example:
60 frames/24 frames=2.5
100/2.5=40 which is 40 percent of a second. So that’s 400 milliseconds.
Putting our newly calculated average of 25.53 frames into the formula:
60 frames/25.53 frames=2.35
100/2.35=42.55 which is 42.5 percent of a second. So that’s 425 milliseconds
Lets compare this number to the other reaction time test where you only have to react to a change and do NOT have to also choose a response. The average reaction time in the other thread here:
http://www.teamliquid.net/forum/general/481373-whats-your-reaction-time
was around 250 milliseconds. This would represent getting 15 frames in the OP test.
So no surprises; reaction time is significantly slower when you also have to choose a response.
This is a much more applicable statistic for video game design.
425 milliseconds, not 250 milliseconds, cool.
Thanks for the help guys.
This little experiment has helped back up my thinking that for a future hypothetical realtime strategy esport, you should design around a flow between actions of half a second/500 milliseconds/30 frames (in a 60 fps game) or indeed 60 frames in a 120fps game.
(Ofcourse you can still allow faster players/professionals to play much quicker)