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Blur Busters Profile
Blur Busters

@BlurBusters

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Everything Better Than 60Hz™ - Monitors & Displays, 120Hz, 144Hz, 240Hz, 480Hz, G-SYNC, FreeSync, ULMB, esports, VR, blur reduction. Inventors of TestUFO tests.

Toronto/Hamilton, Canada
Joined November 2013
Don't wanna be here? Send us removal request.
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@BlurBusters
Blur Busters
1 year
Want to learn more about Blur Busters' DIY indie achievements? My mentions in peer reviewed papers: My inventions:
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@BlurBusters
Blur Busters
3 months
4K 1000Hz being shown off at #DisplayWeek2024 by TCL CSOT
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@BlurBusters
Blur Busters
6 months
30fps most certainly is playable* *Caveat: A subsection of human population (~10%) get motion sickness or headaches from low frame rates & so for that, high framerate is defacto "Accessibility Setting". It's similar to those 10% of peeps who have CRT eyestrain (etc). We usually
@AesirMalos
NintenGOD
6 months
The 30fps is "unplayable" narrative is one of the worst trends to ever happen in gaming. This asinine PC lames rhetoric has you passing on great game experiences Yet 95% of you can't tell the difference between 30fps & 60fps unless you're told beforehand 30fps plays fine
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@BlurBusters
Blur Busters
1 year
I hereby induct Matthew Perks into the Blur Busters Hall of Fame. DIY dual-layer LCD that cost him less than $300. Per-pixel local dimming! BlurBusters is born from DIY, the inventor of free DIY display tests that democratized display testing, including the $0 DIY pursuit camera.
@DIYPerks
DIY Perks
1 year
My latest video has caused some buzz!
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@BlurBusters
Blur Busters
8 months
World’s first 480Hz OLED pursuit camera, via smartphone handwave trick. Fully clear at 960 pixels/sec!
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@BlurBusters
Blur Busters
8 months
@Kephrii @PlayOverwatch As a deaf individual, it's pretty good stuff. The difficulty I have playing traditional competitive games, is that a lot of competition is audio-cue based, such as activity happening behind me. Things like directional flashes are pretty appreciated by people like me!
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@BlurBusters
Blur Busters
1 year
Currently assisting @retrotink2 on black frame insertion (BFI). Video processor that can add software BFI in realtime on fly. - Single & double strobe (if output Hz supports) - Customizable persistence (if output Hz supports) - LCD Saver (not needed for OLED)
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@retrotink2
Mike Chi
1 year
RT4K Official Info! TL;DR: Planning 2023 release. Best guidance is to budget $1,000 and expect a pleasant surprise for the final price. If I missed anything, drop a q below. No teasing or BS from me. 🤡
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@BlurBusters
Blur Busters
8 months
New Blur Busters Logo Program 2.2 for OLED, LCD & Video Processors #ces2024 - Blur Busters Verified for Displays (OLEDs) - Blur Busters Approved for Displays (OLEDs, LCDs) - Blur Busters Approved for Boxes (Retrotink-like)
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@BlurBusters
Blur Busters
9 months
Getting ready for one of Blur Busters ever biggest unveils, and I'm going to be helping an invite-only venue (hotel room exhibit) at CES 2024. TestUFO 2.0 HDR is only one component. 12+ hour workdays 7 days/week crunch time, with two concurrent deadlines for two Hz+HDR companies.
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@BlurBusters
Blur Busters
10 months
Education for Valve Programmers. I am in 25 published research papers. Milliseconds Matters. MATH: 120fps = 8.3 frame time lag 500fps = 2ms frame time lag 6ms difference = 60 pixel misaim during 10,000 pixel/sec flick turn
@ZPostFacto
Fletcher Dunn
11 months
If you put an fps cap at 120, you'd consistently get a really high quality experience! But instead, there is a number on the screen that goes from 500 to 170 (and, yes, it "feels different"), and so there's a "problem." I just can't bring myself to prioritize that.
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@BlurBusters
Blur Busters
5 months
Spoiler: TechSpot failed to burn in OLED. BTW, TechSpot says 240Hz is good for office productivity too. We agree, 240Hz is no longer just for esports (when it comes to OLED) "The 240Hz refresh rate at 4K is much better than I was expecting for productivity work. Relative to the
@TechSpot
TechSpot
5 months
The OLED Burn-In Test: One Month Update Burning It on Purpose !
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@BlurBusters
Blur Busters
4 years
Yep. Official 8000 Hz poll rate in upcoming gaming mouse. Prototype here. And the difference is perceptible. Article currently in progress!
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@BlurBusters
Blur Busters
2 years
Future of Frame Rate Amplification already here in a demo. Frame Rate Independent Mouselook via Reprojection! 500fps 500Hz blurless sample and hold. Need to be built-in UE5 & Vulkan/DirectX, made available to all games (enhances DLSS, FSR, XeSS)
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@BlurBusters
Blur Busters
2 years
This tweet by @SadlyItsBradley is excellent advice if you hate virtual reality motion blur. Many headsets shorten pulse width to reduce brightness, which reduces motion blur. Motion blur on impulsed = pulsetime. 2ms pulse = 20 pixels of motionblur at 10000 pixel/sec head turn!
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@SadlyItsBradley
Brad Lynch
2 years
Notice a lot of motion blur in PSVR 2 games? Such as Call of the Mountain? Try turning your brightness down a ton After a lot of reports from users, I found that the black frame insertion lessens at higher brightness levels (right) This causes high persistence/blur... for HDR
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@BlurBusters
Blur Busters
3 months
Our first public exhibit of our display tester at Nanosys quantum dots booth at #DisplayWeek2024
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@BlurBusters
Blur Busters
6 months
FYI... The 480Hz improvements, if on OLED (not LCD), is actually VISIBLE to mainstream. Example; web browser scrolling is 8x clearer than 60Hz OLED, 480Hz is no longer just for esports once 480Hz OLED cost the same as 60Hz OLED in 2030s. It's like 4K $10K becoming $299 someday.
@SebAaltonen
Sebastian Aaltonen
6 months
@cybereality Yeah. 480Hz is a gimmick, but 240Hz is quite common nowadays. Even gaming laptops have 240Hz 1440p screens nowadays. I personally prefer 120Hz/144Hz as the sweet spot. 240Hz requires so much computational power for so tiny gain. Good for eSports professionals of course.
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@BlurBusters
Blur Busters
1 year
Here's my industry-aware commentary on Apple's VR headset. Yes, this tweet is longer than 280 characters, so "Show More" for our famous Wall of Commentary: ➔ Apple interestingly avoids the baggage of existing-industry buzzwords ... No mention of "AR", "VR", "Metaverse", etc!
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@BlurBusters
Blur Busters
3 years
These days, 1000 Hz mice is way too low for maxing out quality of 240Hz and 360Hz. Upgrade your mouse to 2000 Hz or 4000 Hz. Citation:
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@BlurBusters
Blur Busters
5 months
PC Gamer forgot about an Accessibility Issue: - Some of us actually have medical issue (motionsick/headache) with low frame rate; - Smaller screens fine at 30fps; - Framerates important on big screens. 75" TVs instead of 25" TVs. And 45" ultrawides instead of 15" VGA monitor.
@pcgamer
PC Gamer
5 months
60 fps or bust? I used to be a frame rate snob, but owning a Steam Deck has made me realise what's really important. Read more:
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@BlurBusters
Blur Busters
2 years
Mouse manufacturers, I saw prototype display that makes 1000Hz poll rate worse. 2000Hz-vs-8000Hz is very clearly human-visible on a 4K 0.5ms MPRT display with new framerate=Hz sync technology by NVIDIA. 0.111 jitter error can become red squares! See:
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@BlurBusters
Blur Busters
5 years
Speed perception video by professor in Japan — of camera zooming in & out — shows differences in speed perception! A parallel in refresh rate race to retina refresh rates; Higher resolutions & bigger FOV also makes refresh rate limits easier to see, as VR scientists found.
@AkiyoshiKitaoka
Akiyoshi Kitaoka
5 years
Differences in perceived speed
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@BlurBusters
Blur Busters
2 years
DisplayWeek 2022. My first convention since CES 2020. A convention of the displays of the future, including breaking the 500 Hz refresh rate barrier!
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@BlurBusters
Blur Busters
7 years
480 Hz EXCLUSIVE !!!!! We have a 480 Hz prototype monitor here in our lab. Follow/RT & watch for article!
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@BlurBusters
Blur Busters
10 months
I'm in 25 peer reviewed papers. SOME *aggregate* perceived effects such as phantom arrays is partially emulatable at lower Hz. Some artifacts are emulatable at lower Hz/stationary (); other effects harder ()
@lordvictor
Lord Victor ⏸️
10 months
This video is bullshit. It's just drawing a blurrier circle. And everyone knows this video is not running at 120 or 480 Hz.
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@BlurBusters
Blur Busters
5 months
The claims about the paper by @tcddublin is flawed in that it does not test all stimuli, including non-flicker based. We found a way to make over 95% of humans (even 70yo) tell apart 120Hz vs 480Hz, via Panning Map Test: - stationary eyes on moving images - moving eyes on
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@BlurBusters
Blur Busters
9 months
TestUFO 2.0 HDR sneak preview screenshot. Using Experimental Web Features also enables brighter-than-white for display testing purposes.
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@BlurBusters
Blur Busters
8 months
It's pretty fascinating how much of the industry don't realize we've seen reprojection look >100x better already. We're hoping to work together with a big vendor to do a 1000fps 1000Hz Unreal Engine style demo at some future convention such as GDC within the window of this
@BlurBusters
Blur Busters
8 months
@NOTimothyLottes @phys_ballsocket Only reason reprojection looks so bad today, is because we're starting from low framerates & reprojecting to strobed (Rift, PSVR, etc). But providing high-triple-digit Hz + sample and hold + starting min framerate ... was absolutely unexpected magical improvement for reprojection
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@BlurBusters
Blur Busters
9 months
Dark Mode TestUFO coming
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@BlurBusters
Blur Busters
4 years
@ID_AA_Carmack I had Voodoo2 SLI FTW! I remember submitting my famous screenshot to Operaton 3.D.F.X. and it was the most popular screenshot showing off 3dfx for year 1997.
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@BlurBusters
Blur Busters
6 months
Sometimes 120fps+ is an accessibility setting too! We have fans who get motionsick at 30fps & 60fps on modern flatpanels bigger than 15" VGA PC or 25" Nintendo era... Like 75" instead of 25" TV in living room. And some mainstream now have 45" 240Hz ultrawide OLEDs on desktop...
@mattcassinelli
Matthew Cassinelli
6 months
@BlurBusters 60fps as Accessibility actually slaps though
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@BlurBusters
Blur Busters
1 year
New "Frame Generation" article! - Interpolation, extrapolation & reprojection! - Lagless frame generation! - Frame generation as strobeless blur reduction!
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@BlurBusters
Blur Busters
1 year
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@BlurBusters
Blur Busters
3 years
Sneak preview: First monitor PASSED Blur Busters Approved 2.0 Certification Program Criteria! The post-covid version 2.0 reboot! Announcement coming April 9th, 2021
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@BlurBusters
Blur Busters
8 months
Heads up: First CES 2024 Blur Busters press release of a series of 3 begins tomorrow. Keep tuned...
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@BlurBusters
Blur Busters
3 months
Also, Mark Rejhon of Blur Busters is helping with an exhibit of color response testing at Nanosys. First time!
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@BlurBusters
Blur Busters
3 months
@EmilyAYoung1 We still need 1000fps content *or* 1/1000sec flashes (strobe/BFI) to reduce blur down to just 1/1000sec of motion blur. Motion blur is pixel visibility time.
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@BlurBusters
Blur Busters
3 years
@backlon There is a jelly test at It seems to occur on the previous iPad Mini 5 but in an orientation 90 degree different from the iPad Mini 6.
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@BlurBusters
Blur Busters
1 year
@john99573466 @PMS_Jordan @CannabisToxic @ELDENRING I am in 25 peer reviewed research/science papers. It’s not about “flicker” but the effects of finite display refresh rate versus real life. Links to my Research Portal:
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@BlurBusters
Blur Busters
8 months
Freeze frame from iPhone 14 handwave. Very clear at 960 pixels/sec.
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@BlurBusters
Blur Busters
3 years
@LukeChannings @Famous_Potatoes @backlon All browsers are high-Hz compatible except for iOS Safari, unfortunately. Section 7.1.4.2 of W3C HTML 5.2 mandates it match display refresh rate where possible.
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@BlurBusters
Blur Busters
4 years
@drkcgeist @nekro94 @JoshuaTheFox @hunter_green @IsHL3OutYet Half Life 3: A=1 L=12 Y=25 X=24 (1-12)-(12-25)+(25-24) = 3 The difference of A,L minus the difference of L,Y plus the difference of Y,X equals three.👾👽🛸
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@BlurBusters
Blur Busters
2 years
@desireathow You have big mistake in your article about "The detection limit of the human eye is around 13ms or 78 Hz". This is ONLY for flicker, not for blurs & stroboscopics. I'm in 25 peer reviewed research papers, Can you fix mistake in article?
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@BlurBusters
Blur Busters
1 year
Reprojection without double-images! Reprojection on Rift VR & PSVR2 have double images with moving objects. Fixes: 1. "Low-persistence sample & hold" (strobe-free) 2. Reproject minimum 100fps (above flicker fusion) 3. Reproject to 1000fps at 1000Hz (coming)
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@BlurBusters
Blur Busters
2 years
DLSS 3.0 allows 3:! to 4:1 frame rate amplification ratios! While we will eventually need 10:1 ratios for future 1000fps 1000Hz monitors, this is a big step.
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@BlurBusters
Blur Busters
5 months
We may need to create a petition to Microsoft & monitor manufacturers to allow people to do more SDR picture adjustments on HDR displays, because I'm tired of hardcode-forcing my SDR content into an "Adobe sRGB Box". Give users choice!
@BlurBusters
Blur Busters
5 months
@beyond_fps I wish the HDR ecosystem was better PC-side. I longingly look at my Macbook M1 with excellent HDR and 1600nit (Visual Studio Code Developer box with 10-hour-battery) But it has a temporally-crappy overdriveless 120Hz LCD that is only ~1.1x clearer motion than 60Hz, though!
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@BlurBusters
Blur Busters
2 months
A moment of silence for the founder's mother.
@mdrejhon
Mark Rejhon
2 months
My mother, 1943-2024.
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@BlurBusters
Blur Busters
2 years
@xTheWhale_ @BijanJamshidi @nvidia We are privately crowdfunding towards a 100 unit beta manufacturing run this year. Inquire within. Investors: squad @blurbusters .com
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@BlurBusters
Blur Busters
1 year
Taking applications for a merch partner — similar to CafePress but smaller & more indie. Starting merch store at Blur Busters soon. Stickers, shirts, cups, gear, etc. Ideas and recommendations welcome!
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@BlurBusters
Blur Busters
5 years
DisplayPort 2.0 Announced: Enough Bandwidth for 1000 Hz Future
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@BlurBusters
Blur Busters
4 years
That's killer mouse aimwork. This is the kind of people who will benefit from 360Hz+8000Hz combos. We have 360Hz display+8000Hz mouse+RTX 3080 tests coming November. A truly "Next Generation" equipment combo for Valorant players!
@xCeeD_CS
Jack
4 years
130k. go next @TenZ_CS
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@BlurBusters
Blur Busters
2 years
There are 4 separate scientific thresholds that affect refresh rates: >~10fps animations stops being slideshows >~100fps flickering stops (you narrowscoped to this) >~1000fps motion blur no longer easily noticeable >~10,000fps+ stroboscopics no longer easily noticeable
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@BlurBusters
Blur Busters
5 years
Long before Blur Busters, my first #CES was year 2000. Today marks my 20th CES anniversary with the conclusion of #CES2020 and my photographs exactly 20 years apart. A trip down the memory lane! - Founder Mark Rejhon /1
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@BlurBusters
Blur Busters
1 year
I'm fascinated by @MSGSphere theater screen resolution of 19000 x 13500 pixels. That's retina resolution over 180-degree FOV! What refresh rate can it do? Likely below "retina refresh rate" (new research = 20,000fps @ 20,000Hz to eliminate blur/stroboscopics). Can it do 120Hz?
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@BlurBusters
Blur Busters
2 years
About one-third of @FaZeClan has now ceased to use only 400dpi-800dpi in Fortnite. Newer game engines (unlike CS:GO) are high-DPI friendly, capable of 1600dpi-3200dpi without interfering as much with muscle memory. New best practices discussion:
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@BlurBusters
Blur Busters
2 years
@BijanJamshidi @nvidia We are considering manufacturing & selling our in-house tester that also works with AMD and Intel too, and does lots more too. But pandemic and chip shortages means we’re waiting until we’re guaranteed not to be a Failed Kickstarter. Patience, peeps.
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@BlurBusters
Blur Busters
2 years
Congrats @BoeTechnology for using Blur Busters TestUFO to show off their 500 Hz monitor live!
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@BlurBusters
Blur Busters
4 months
JohnC's post reminds me of the latencies in famous old video of 1000Hz touchscreens by Microsoft Research. It was human-visibly lower latency than 100Hz touchscreens. This was used to win a few Blur Busters debates in the past.
@ID_AA_Carmack
John Carmack
4 months
Act on press This is a UI design hill I will die on, and it dismays me how often and hard I have had to fight for it. Almost all interaction methods have a “press” and “release” event associated with them. Whenever possible, you should “do the thing” when you get the press
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@BlurBusters
Blur Busters
1 year
@nycfurby @LowHigh92 Images That Scientifically Explain Why 60Hz Sometimes Lags on 240Hz Displays By the way, I have three images that explain how various different displays and signal sources handles a 60Hz refresh cycle -- and why extra lag is sometimes created for low refresh rates.
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@BlurBusters
Blur Busters
1 year
(Aside. I realized I misspelled Matthew Perk's name after my tweet had gotten several likes, but within half an hour. Biting the bullet, I purchased Twitter Blue (Edit Tweet) just so I could fix the mistake in an already-liked tweet. Mea culpa to my fellow fans who have variety
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@BlurBusters
Blur Busters
8 months
Fantastic Ghosting Test at 480Hz. The strobeless dreamtron!
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@BlurBusters
Blur Busters
6 years
BREAKING NEWS: @XBox gaming consoles now support 120Hz refresh rate!
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@BlurBusters
Blur Busters
1 year
@ModernVintageG @YongYea We love games w/custom fps cap. Many PC games such as Overwatch has FPS cap adjustable in 1fps steps. Helps 60Hz & 144Hz/240Hz+ users. Understandably, console games have to 'standardize', but w/120Hz+VRR support, fps flexibility is like Apple introducing 3-button mice.
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@BlurBusters
Blur Busters
6 years
VR scientists now use "Beam Racing" programming to reduce input lag. A book by @nickmofo and @ibogost is useful. Recently, I have used similar tricks to create raster-generated graphics on a GeForce/Radeon in a cross-platform manner. THREAD:
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@BlurBusters
Blur Busters
8 months
Oops, was not native zoom. Fixed. New handwave pursuit camera test.
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@BlurBusters
Blur Busters
2 years
Here is a handwave pursuit camera of 500 Hz. (1/90sec camera, ISO 333, manual focus, DSLRCamera app on iOS). 90fps at top, 500fps at bottom, 1920 pixels/sec motion. Notice you can read the nametags on the bottom in fast-scrolling RTS!
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@BlurBusters
Blur Busters
6 years
It's real. 240 Hertz at full 2560x1440, in a gaming monitor. Seen with my eyes! Bravo, @lenovo for pulling off such a beaut at #CES19
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@BlurBusters
Blur Busters
5 months
Creative use of reprojection in non-VR context! We've been paying attention to reprojection as a blur busting technology on OLEDs. Reprojection is capable of large fps-increase ratios (4:1+) as a flicker-free substitute for black frame insertion.
@SebAaltonen
Sebastian Aaltonen
5 months
SSAO reading last frame Z-buffer using reprojected positions. Looks pretty good. There's of course some issues on screen edges and some occlusion issues too, but the quality is likely acceptable for phones.
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@BlurBusters
Blur Busters
10 months
Blind tests show 240 vs 1000Hz OLED is more visible to >90% of non-gamers than 144 vs 240Hz LCD. (metaphorically VHS vs 8K temporally to be visible) But in esports, smaller differences are much more important. Is CS2 an esports game? Yes/No 🙃
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@BlurBusters
Blur Busters
3 years
@Famous_Potatoes @LukeChannings @backlon Fortunately, scrolling is handled largely by the OS, so it scrolls nicely at 120Hz, just animations inside webpages are hard-capped to 60fps. Apple does it for battery power management, but I wish there was a configurable option.
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@BlurBusters
Blur Busters
5 years
From Blur Busters 🖥️ Display Lab: Flaws of the humankind invention of the 'frame rate' and 'refresh rate': Properly milking 🐄 the diminishing curve of returns 📈 towards future retina refresh rates 🛸
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@BlurBusters
Blur Busters
3 years
We now offer Blur Busters Masterclasses for businesses and manufacturers.
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@BlurBusters
Blur Busters
10 months
It takes a GPU 1/120 second to render a 120fps frame. It takes a GPU 1/500 second to render a 500fps frame. (1/120)-(1/500) ~= 6.3ms When people win millions of dollars on esports, 👏 MILLISECONDS 👏 MATTERS 👏 Latency yo-yo effect = ❌
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@BlurBusters
Blur Busters
4 years
@Capetlevrai @theo_lephay Frametimes of 4ms vs 1ms is human eye visible via stroboscopic effect and motion blur.
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@BlurBusters
Blur Busters
5 years
Happy New Year, Blur Busters fans! I'm on as BlurBusters #7930 , occasionally frequenting a few places such as Monitor Enthusiasts. I'm also visiting CES 2020 from Jan 6-10th.
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@BlurBusters
Blur Busters
9 months
Blur Busters' Official Micdrop on DSC Latency:
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@BlurBusters
Blur Busters
4 years
To Monitor Reviewers: PSA: Please follow pursuit camera guidelines for display motion blur photography. Whether you do video-based pursuit or photo-based pursuit. Each frame MUST be MINIMUM 2x refresh long, preferably about 4x refresh (i.e. 1/30sec for 120Hz) Thank you!
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@BlurBusters
Blur Busters
6 months
Everyone sees differently. Stutters? Tearing? Lag? Blurs? Remember, 12% of the population is colorblind. There's over 100+ ergonomic issues of screens trying to simulate real life. Not all need high Hz. And adding more blur can be an ergonomic feature for others.
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@BlurBusters
Blur Busters
4 years
PSA: Future Gaming Monitors Need Optional 60Hz Single-Strobe Support. We need proper motion blur reduction for 60 years of legacy 60fps 60Hz content. Most gaming monitors support motion blur reduction at 120Hz and up. But not for 60Hz. This is an easy monitor feature to add.
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@BlurBusters
Blur Busters
6 months
@Colteastwood @AesirMalos BTW: ...On the worst LCDs, 30-vs-60 is only a 1.1x difference. ...On the best OLEDs, 30-vs-60 is a massive 2x difference. It's also about geometrics AND GtG=0. A quick scientific test on a 480Hz OLED showed 120-vs-480 was more visible even to laypeople/grandma than 60-vs-120, in
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@BlurBusters
Blur Busters
5 years
@Daniel_Rubino /1 Hello Daniel: We have actual 480Hz and 1000Hz experience. It's very visible outside games; improved browser scrolling, less annoying stroboscopic effects. We have experimental 480 Hz display sitting here; photographic proof:
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@BlurBusters
Blur Busters
3 months
@Ghfruxzb No, still an LCD. Yes, OLED 1000Hz will be better. But let's give the 1000Hz trophy; someone had to be first.
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@BlurBusters
Blur Busters
10 months
Second video posted by @FreyaHolmer is very accurate artifact simulation for scenario #2 : 1. stationary eye, statonary screen 2. stationary eye, MOVING screen 3. MOVING eye, stationary screen 4. MOVING eye, MOVING screen See animation for why this matters.
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@BlurBusters
Blur Busters
7 months
Working late night fixing last-minute bugs. It's most certainly coming. I'm working with some beta testers on last-minute bugs that is putting a brief pause on launch - some unexpected JavaScript exceptions in certain browsers that don't occur on others. Found cause, need time;
@BlurBusters
Blur Busters
8 months
TestUFO 2.0 Display Motion Test Gaining HDR Support, Public Beta Launch on January 15th, 2024 #ces2024
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@BlurBusters
Blur Busters
2 years
@HardwareUnboxed The VESA standard certainly has its flaws. That being said, I did notice that OLED has very approximately a 1.3x to 1.5x clearer motion per Hz, due to lack of GtG blurring added to MPRT blurring. And that GtG & MPRT beyond 10%-90% is also human visible too, despite cutoff.
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@BlurBusters
Blur Busters
3 months
@mdrejhon @mikeev I predict that Apple is likely going to do a 240Hz iPad by roughly year 2027-2028(ish). The mainstream tech reviewers now acknowledge 240Hz is no longer for esports, at least when using OLED. We found even 120-vs-480 ***OLED*** more visible to grandma than 60-vs-120 ***LCD***
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@BlurBusters
Blur Busters
6 months
We need to refactor Vulkan/etc in 10 years to framerateless workflow. Different rates (controller, rumble, mouse, display) can be different but would still optimize to max rate for each (e.g. framerate=Hz autoframegen on 1000fps 1000Hz regardless of underlying framerate).
@SebAaltonen
Sebastian Aaltonen
6 months
This is a perfect example of performance dictating the usable feature set. If some feature is too slow to use on your target device, then you have to cut it. That feature doesn't exist for you.
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@BlurBusters
Blur Busters
3 months
@Konwizzle Some LCDs already beat CRT motion clarity (e.g. Quest VR LCD & Valve Index VR LCD, as well as XG2431 strobe backlight). However, 1000fps 1000Hz allow flickerless motion clarity to reach CRT territory. Motion blur is pixel visibility time, which puts sample-hold at disadvantage
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@BlurBusters
Blur Busters
9 months
P.S. And no, the big unveil isn't the Retrotink 4K Blur Busters Approved :-) ... I'm just getting started, waking up to >5+ announcements this month after a long pandemic slumber.
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