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
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
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.
@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!
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)
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. 🤡
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)
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.
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
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.
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
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)
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!
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
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.
@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.
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!
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.
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:
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.
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 ()
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
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
@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
@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.
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...
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
@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.
Photojournal of an exciting
#DisplayWeek2024
TestUFO at VESA, our new Blur Buster Display Tester, color-response testing at Nanosys, a meeting with RTINGS staff, and TCL's 4K 1000Hz display.
@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.
@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?
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.
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!
@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!
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!
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!
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
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
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?
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:
@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.
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.
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
@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.
(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
@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.
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:
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!
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.
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.
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 🙃
@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.
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 🛸
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 = ❌
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.
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!
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.
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.
@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
@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:
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.
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;
@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.
@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***
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).
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.
@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
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.