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HP OMEN X Emperium 65″ BFGD Gaming Monitor Now Available For Pre-Order

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Hewlett-Packard’s brand new 65″ OMEN X Emperium Gaming Monitor, was first announced a year ago as a Big Format G-SYNC Display (BFGD).

The display has finally launched with a pre-order price of $4999 to ship on February 24th, 2019! Here is a slideshow of the various features of this gigantic 4K 144Hz gaming monitor:

This huge G-SYNC monitor has 384 local dimming zones, creating inky black levels, all the way to very bright 1000 nit HDR that meets DisplayHDR 1000 certification. This provides one of the world’s best contrast ratios now available in a variable refresh rate gaming monitors.

  • 65″ inch
  • 4K with 144Hz refresh rate
  • 384-zone local dimming for deep contrast ratio
  • G-SYNC HDR
  • Built-in NVIDIA SHIELD TV, with streaming apps (Netflix, Hulu, and more)
  • 120-watt soundbar built-in with 8-speaker array (4 main, 2 tweeter, 2 bass)
  • 1000nit with DisplayHDR 1000 certification

I saw several BFGDs in person at CES 2018, and it has taken a year for them to finally materialize. It is great to finally see large-format gaming monitors arrive on the market.

Well Designed Like A Videophile HDTV, But For Gaming

These are well-designed like top-of-the-line ultra-high end videophile HDTVs, except heavily optimized for gaming. These can fully take upon the role of television duties with built-in 4K streaming and includes the official Google Play App Store to install any compatible video streaming software you would ever want in the future.

Sure, they are very expensive. However, if you can afford these displays — you already know you’re looking for the best in high-Hz high-contrast HDR G-SYNC for PC gaming on a HDTV. Then money is often no object for a videophile gamer, salivating over these massive gaming monitors. You’ll need a powerful NVIDIA GeForce GPU to crank those frame rates at 4K 144Hz.

The monitor is now available for pre-order via our Official List of G-SYNC Monitors.

Blur Buster's Official G-SYNC Monitor List

 


High Speed Video Of OLED Refresh Cycles at 960fps

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Regular Blur Busters readers have already read my article, Understanding Display Scanout Lag With High Speed Video which uses brand new 960fps smartphone cameras as a new display research tool.

However, until now, only LCD screens has been filmed with the brand new TestUFO Scanout Test.

First TestUFO High Speed Video of OLED Refresh Cycles

No longer, an OLED has now been filmed!  A follower on Twitter, Edward, posted this high speed video:

Compare To IPS LCD in Earlier TestUFO High Speed Video

Here is an earlier high speed video of an IPS LCD screen refreshing on a MacBook Pro:

You can tell that an OLED (~0.1ms GtG) is far better than IPS LCD (5ms GtG), in how quickly a refresh cycle is completed.

As a screen can’t refresh all pixels simultaneously, most screens refresh top-to-bottom. The pixel response limitations “lag behind” like a fade-wipe effect. The “GtG Fade Zone” is a thicker band for slower pixel response, and a thinner band for fast pixel response.

With the brand new TestUFO test designed for common 960fps smartphone cameras, it is fascinating to see how quickly the refreshing action is completed.  For other videos, see Understanding Display Scanout Lag With High Speed Video.

Display Manufacturers Should Also Use High Speed Video To Test Displays

For an explanation why, see this post in the “Area 51” display engineering forum of Blur Busters.

Samsung Space Monitor Has Secret: I am a 144Hz Gaming Monitor

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Straight out of Area 51 style secrecy, Samsung quietly launched 144 Hz capabilities in a non-gaming 1440p 27″ monitor, called the Samsung Space Monitor.

It is a very slim-line space-saving monitor designed to clip to the rear of a desk, and appeal to the users who wants a tidy desk. Sometimes we need to be a monitor with a Clark Kent look that can go Superman with 144Hz without all the bling.

Many of us love RGB bling. But we know it. Some of us just need to be Clark Kent. With a secret. A monitor that commands executive respect, yet will happily become Superman with 144 Hz horsepower when you need a display hero.

 

In the era of eye-dazzling RGB disco rainbows of eye candy monitors designed for eSports markets, we know yet other people sometimes just want a discreet monitor. This one is for you.

It’s a beautiful sight to behold; a monitor that saves a lot of desk space, especially in the era of cramped apartments and condos, especially if you’re an office worker living in a small residence in a big urban city.

The Samsung Space Monitor comes in two sizes.

  • The S27R750 is a 27″ version at 1440p running at 144 Hz.
  • The S32R750 is a 31.5″ version at 4K running at 60 Hz.

We know you’re salivating over those big gaming monitors, while some of you are concerned about the amount of space that a gaming monitor takes. This is your solution!

Kudos to spy agents at IT World Canada for our heads-up of the 144 Hz dossier.

This superman of a monitor is now available for pre-order.

 

Interesting Unexpected NVIDIA FreeSync vs G-SYNC Results: Battle(non)sense

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Battle(non)sense earlier wrote a guest article for Blur Busters, The Basics Of Network Lag.

Now in his new video, we were fascinated to observe strange latency benchmarks, where AMD had less input lag than NVIDIA in certain tests such as VSYNC OFF. More testing of this will be needed!

Some of the findings diverge from some of Blur Busters GSYNC 101 Tests by Jorim, but there could be many reasons (different games, different drivers, differences in monitors tested, etc). As Chief Blur Buster, I’m reaching out to share notes, but needless to say, fascinating findings.

Check out Battle(non)sense‘s new video:

 

Oh No, I’m At The Wrong Refresh Rate

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Accidentally Running Gaming Monitors At 60 Hz For Weeks

Embarassed readers tell me they sometimes forget to switch the refresh rate. You got a gaming monitor as a holiday or birthday gift. Windows doesn’t always automatically use the highest Hz.

High-Hz is slowly becoming more mainstream thanks to new 120Hz iPads and early HFR standardization. Even now 144Hz being included in certain business monitors. More people than ever have access to high-Hz unbeknownst to their knowledge. You discover you have a “144 Hz” monitor model but…

*Estimated Refresh Rate. Refresh Rate Detection is not always accurate in web browsers.

Reports of people accidentally leaving 144 Hz monitors at 60 Hz because even its “plain 60 Hz” is amazingly clearer than the old monitor. But did you know that it can get even better?

10 Steps To Switch Refresh Rates Under Windows 10

Windows 10 requires several steps to switch display refresh rates:

  1. Click Start Menu Icon, then click Settings Icon
  2. Click “System” for Display Settings
  3. You will see the Display configuration window.

  4. Scroll down to click “Advanced display settings

  5. Observe the refresh rate for your new display may be incorrect!
    Next, click “Display adaptor properties
  6. The graphics adaptor information will display. Click the “Monitor” tab.
  7. Open the “Screen refresh rate” list and select the highest refresh rate you see.
  8. Click OK. Your screen will switch to the new refresh rate!
  9. Click “Keep Changes” when this pops up.
  10. Now visit www.testufo.com to test out the new refresh rate!

This is the generic way of switching refresh rates on any Windows 10 system for any GPU.

A Faster Way For NVIDIA and AMD Graphics Cards

Due to this, vendors have offered shortcuts to switch refresh rates.
These instructions are for NVIDIA Control Panel.

  1. Right click on an empty area of your Windows desktop.
  2. A menu will pop up. Click “NVIDIA Control Panel“.
  3. In NVIDIA Control Panel,
    Click “Change Resolution”,
    Select the display to change,
    Select the Resolution,
    Select the Refresh Rate,
    Click Apply.

Now you are enjoying the highest refresh rate your monitor is capable of offering!
To test out your high refresh rate, visit Test UFO.

Problems?

Q: I have a 144 Hz monitor but the 144 Hz setting is not showing up
A: Try a different video cable. a dual-link DVI cable (144Hz), or a DisplayPort cable (144Hz, 240Hz)

Q: But the high-Hz setting still does not show up!
A: Try a different video port on your GPU. Make sure you have a recent AMD GPU or NVIDIA GPU.

Q: I’m using a DVI cable. The picture goes completely pixellated at 144 Hz.
A: Get a new “dual-link” DVI cable. Sometimes the DVI cable included with the monitor fails.

Q: Control Panel says I am at 144 Hz but TestUFO Refresh Rate says 60 Hz
A: You have now fixed your refresh rate, but not the browser. Please see TestUFO Stuck At 60 Hz FAQ.

Q: I am still having problems!
A: Visit Blur Busters Forums and post a message asking for help!

AMD Radeon VII Benchmarks Gives NVIDIA Major High End Competition

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In recent years, NVIDIA has frequently enjoyed the lead in GPUs with their GeForce TITANs, GTX 1080 series and RTX 2080 series. For many gamers, it seemed like AMD was slowly drifting behind.

Not today, true competition returns for great high-Hz 144Hz and 240Hz horsepower.

Early benchmarks are showing that Radeon VII outperforms the GeForce GTX 1080 Ti and RTX 2080 in some games such as Battlefield 1 at Ultra Settings with AA enabled. On average, the performance of the Radeon VII is quite competitive.

Likewise, AMD has announced today that Radeon VII’s are available now:

True 120Hz from PC to TV

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Updated 2019 Edition

Presenting updated instructions for 120 Hz refresh rate on existing 1080p or 4K televisions or DLP projector, on this page’s sixth anniversary, 2013-2019!

Unlock True 120 Hz Refresh Rate On Your Television!

Purpose: Use TV as a 120Hz computer monitor. Smoother motion and less input lag.
Supported Displays: Many HDTVs have hidden true 120Hz support. This includes Active 3D HDTV’s (the type that use electronic shutter glasses), as well as 4K Ultra HD televisions.
Alternatives: See List of 120Hz, 144Hz and 240Hz Monitors for computer monitors instead.

Many Televisions Unofficially Support True 120 Hz From A PC

Many TV’s do 120Hz internally for a different purpose (e.g. motion interpolation, active 3D). These TV’s support the dot clocks necessary for a true 120Hz refresh rate. Historically, this was called “refresh rate overclocking”. However, most newer HDTVs already support true native 120 Hz as an unadvertised feature.

Benefits of 120 Hz Instead of 60 Hz

  • 120 Hz has 50% less motion blur than 60 Hz, for text scrolling, panning, and video games.
  • 120 Hz feels faster and has less input lag than 60 Hz in your computer games
  • 120 Hz allows you to natively play HFR 120fps video on your computer.

EASY Instructions: When Your Television Has Automatic 120 Hz Support

  1. Try the easy instructions at Oh No, I’m At The Wrong Refresh Rate.
  2. If 120 Hz does not show up, try testing a lower resolution and see if 120 Hz shows up.
    Try 1920×1080 on a 4K HDTV.
    Try 1280×720 on a 1080p HDTV.
    Try 1280×800 on a DLP projector.
  3. If 120 Hz shows up and it works, you’re done!
    Now test your new 120Hz at www.testufo.com

ADVANCED Instructions: Manually Force 120 Hz Output From PC To TV

If the EASY instructions above fails, you will have to instead force 120 Hz into your HDTV since the HDTV is not advertising its ability to support 120 Hz. Try one of the following Custom Refresh Rate methods:

  • Use NVIDIA Control Panel or AMD Catalyst Control Center if you have an AMD or NVIDIA GPU.
    Right-click an empty area of your Windows desktop and launch. Then follow these steps:

    If using the full resolution fails,
    Try testing 1920×1080 on a 4K HDTV.
    Try testing 1280×720 on a 1080p HDTV.
    Try testing 1280×800 on a DLP projector.
  • Or Install ToastyX Custom Resolution Utility
    This is a method that works on both GeForce and Radeon.
    (For GeForce, NVIDIA’s Custom Resolution feature can also be used).
    toastyx
    If using the full resolution fails,
    Try testing 1920×1080 on a 4K HDTV.
    Try testing 1280×720 on a 1080p HDTV.
    Try testing 1280×800 on a DLP projector.
  • Or Expert Hacker Method:
    Install a Manual EDID override. This is the hardest method, recommended only for advanced users. If you need to get familiar with how EDID overrides are installed, see 3D Vision Blog Instructions (different purpose), and Microsoft technical info.

DISCLAIMER: Follow these instructions at own risk. Blur Busters disclaims all responsibility for any possible damage or disruptions. Historically, nobody has ever reported television damage from doing this. However, please follow the Tips below for software recovery instructions if you accidentally misconfigure your computer.

Important Tips

  1. Try the EASY Instructions First.
    Do the ADVANCED Instructions only if the EASY instructions don’t work.
  2. If Using Multiple Displays, Make Your HDTV the Primary Monitor for Reliable 120 Hz
    If you are connecting multiple screens to a computer or laptop.

         

  3. If Using Multiple Displays, Choose “Extend Desktop To This Display”
    When using multi-monitor, 120 Hz is easier when not duplicating or mirroring.

         

  4. If Full Resolution Fails, Try Testing 120 Hz At Lower Resolutions
    Try testing 1920×1080 on a 4K HDTV.
    Try testing 1280×720 on a 1080p HDTV.
    Try testing 1280×800 on a DLP projector.
  5. Test Other GPU Outputs
    Only some of the GPU outputs may support 120 Hz.
  6. Test Other Television Inputs
    Only some of the television inputs may support 120 Hz.
  7. Test Other Cables or Adaptors
    If you have a very old HDMI cable (over 10 years old), try a newer HDMI cable.
    If you have a single-link DVI cable or DVI-to-HDMI adaptor, you can only do 120 Hz at 1280×720.
    You need dual-link DVI cable in order to do 120 Hz at 1920×1080 over DVI.
  8. ADVANCED: Test ToastyX Reduced Blanking Interval in a Custom Resolution Utility
    Some older televisions only “almost” reaches 120Hz, but not quite.  For example, 115 Hz or 118 Hz.  To fix such a minor shortfall, reduce the timings (smaller numbers for Front Porch, Back Porch and Sync) to maintain same dotclock while raising refresh rate. Using “Reduced” instead of “Automatic” within ToastyX Custom Resolution Utility, can do this too. This may allow success at 120Hz
  9. ADVANCED: Uninstalling ToastyX CRU To Fix Everything
    If you have problems with ToastyX Custom Resolution Utility, just run “reset-all.exe” to undo the changes made by the ToastyX Custom Resolution Utility.
  10. ADVANCED: Fix In Safe Boot Mode
    Your screen may go blank, black, and/or display distorted graphics until you reset back to 60 Hz. Normally, the refresh rate test should automatically switch back to 60 Hz if you are unable to successfully confirm 120 Hz. In the event you accidentally get stuck in an unviewable resolution or refresh rate, you can reboot into Safe Mode via pressing F8 while turning on your computer. From there, you can switch back to 60 Hz via Control Panel.

Verify That Your Television Is Correctly Display 120 Hz

  1. View The Motion Test at www.testufo.com
    The 120 fps UFO should have approximately half the motion blur of the 60 fps UFO.
  2. Do A Frame Skipping Test
    If the 120fps and 60fps UFOs look identical, run the TestUFO: Frame Skipping Check.
    If your television is skipping refresh cycles, try a lower resolution such as 720p instead of 1080p.

No fake frames. No interpolation tricks. No Motionflow voodoo. True 120Hz!

If you have a success report in doing 120 Hz HDTV refresh rate, please feel free to post your TV model in the Blur Busters Forums!

How Blur Busters Convinced Oculus Rift To Go Low Persistence

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Hot off the heels of Blur Busters 2018 VR State Of The Union, a little known piece of Blur Busters history has just become public: Low-persistence (zero motion blur) was accelerated into virtual reality headsets is thanks in part to Blur Busters in 2012-2013!

Blake Harris’ new virtual reality book just came out today, The History Of The Future. This book, for the first time, reveals Blur Busters’ hidden role in the virtual reality resurgence. Blake Harris is the author of the bestseller Console Wars book.

I — founder of Blur Busters (Mark Rejhon) — had a small contract with the Oculus Kickstarter. As part of this contract, the Oculus Kickstarter were also beta testers of TestUFO.com in late 2012 six months before the public launch of TestUFO!

This helped the Oculus Kickstarter Team with low-persistence research in the innocent Kickstarter days long before they hired John Carmack and Michael Abrash. This work was completed in 2012-2013, more than a year before Facebook purchased Oculus!

Motion Clarity Is Extremely Important for VR

Head turning in virtual reality creates screen panning, which can generate motion blur on many displays.

Avoiding unwanted display motion blur is critically important to avoiding extra motion blur above-and-beyond natural human vision, for proper immersion that feels like a personal Holodeck.

All VR Competitors Copied the “Low Persistence” Idea By Oculus

All competitors (HTC, Samsung, etc) were spawned from Oculus re-igniting the virtual reality revolution.

There was a huge realization within the Oculus Kickstarter team that low persistence was hugely important for virtual reality. All the other VR headsets (Samsung GearVR, HTC Vive, PIMAX VR) piggybacked off this Oculus realization.

Blur Busters pointed Oculus down the correct direction long before they hired the big names like Carmack and Abrash.

Today, wearing Oculus Rift is like wearing LightBoost or ULMB Motion Blur Reduction except with bright and excellent OLED colors. Not even the best desktop gaming monitors match the motion quality and immersion afforded by an Oculus Rift. VR is already running with full CRT motion clarity!

The John Carmack Tweet That Convinced Me To Start Blur Busters Six Years Ago

Long-time readers will be familiar with this tweet that started Blur Busters.

Today’s VR resurgence of better and improved VR — despite still being a niche industry — is thanks in huge part to the discovery of how important low-persistence (lack of motion blur) is in reducing VR motion sickness and nausea.

My contract with Oculus completed during the Kickstarter days long before the Facebook purchase (which I did not benefit off, by the way — so it’s okay to put down your pitchforks, buddies!). I finished helping Oculus before John Carmack and Michael Abrash began work there. And well before the drama started — I’m located in Canada. We were just geeks back then in the innocent Kickstarter days.

Yes, multiple titans have convinced Oculus down the low-persistence path — Carmack and Abrash included.

However, I, Mark Rejhon, founder of Blur Busters was the first to convince a modern VR headset maker down the low persistence path — in the early Kickstarter days six years ago. Before Steam VR. Before Samsung Gear. Before HTC Vive. Before PIMAX. Before everyone else.

Blur Busters Continues To Be The Low Persistence Publicity Trail Blazer

Now Blur Busters trail blazes low-persistence advocacy, with peer-reviewed conference papers, with our inventions used by display testers, becoming the world’s first mainstream website to test a 480 Hz display.

I continue to write inspiring low-persistence articles such as Blur Busters Law: The Amazing Journey To Future 1000 Hz Displays which is vouched by multiple scientists including NVIDIA researchers. NVIDIA complimented me on this amazing article at CES 2019.

Since 2012, multiple monitor manufacturers have hired Blur Busters services behind the scenes over the years for monitor tuning services such as overdrive tuning and strobe tuning services. By 2020, we are going to launch a new Blur Busters Professional division to better publicly advertise our quietly behind-the-scenes manufacturer services.

Want To Finally Try VR?

Many Blur Busters readers with high-Hz monitors already have a VR-ready system.

If you are interested in adding an Oculus Rift, get this whole Amazon shopping list for a roomscale system which includes all the sensors and extension cables you likely need. All you need is an approximately 5×7 foot clearing in the middle of a cluttered room (a blue “holodeck grid” will automatically appear in your VR environment if you get too close to bumping into your furniture). Don’t worry about your furniture! Purchasing this kit via these links supports Blur Busters (thank you!).

If you don’t have enough reliable USB 3.0 ports on your system, also get this StarTech quad-USB3 Port Expansion Card too because a good, reliable Roomscale system requires four very fast, high-performance USB ports.

Here’s my best headache-free VR personal recommendations for you classic FPS gaming monitor users: Try these 3 amazing high-rated VR gaming titles: Robo RecallLone Echo, and Red Matter.


New Mid Range GeForce GTX 1660 Ti Cranks 120fps For Less

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NVIDIA has launched a brand new mid-range graphics card, the GeForce GTX 1660 Ti, that is somewhere north of the GTX 1060 series and south of the RTX 2060 series.

NVIDIA says “performance that rivals the GeForce GTX 1070” for less than 300. This card begs being overclocked, which can bring benchmarks within the territory of a GTX 1080 if you are unable to afford the top of the line cards.

This is a hugely welcome graphics card after cryptocurrency overpricing. We used to have to pay a stratospheric four figures for the performance of this 1660 Ti baby.

This card is also compatible with G-SYNC Monitors as well as G-SYNC Compatible Monitors (FreeSync).

Powerful graphics cards like these are required for making high refresh rate practical including 144 Hz and 240 Hz gaming monitors.

This affordable workhorse brings high-detail 120fps and 144fps to the masses in many current video games without being stuck with only older games.

The new GeForce GTX 1660 Ti is now available via NVIDIA’s Amazon Store.

New Optoma 1080p 120Hz Gaming Projector Tested By PassionHomeCinema.fr

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A French cinema site, PassionHomeCinema.fr has tested the Optoma HD29H gaming projector.

Priced at a very affordable several hundred dollars, they provide a massive wall sized picture at the same cost of a higher end desktop gaming monitor. The bonus is this gaming projector includes 120 Hz at full resolution!

DLP projectors capable of 120 Hz at their full resolutions, are of extremely great interest at Blur Busters, so we have been monitoring multiple projectors including the Optoma HD29H.

PassionHomeCinema.fr has just recently reported 8.4ms of input latency:
(Google Translate into English)

hese gamers will be happy to learn that thanks to a dedicated option called ”  Gaming enhanced”,the input lag is lowered from 33.4 ms to 16.4 ms in 1080p 60hz.

Gaming enhanced comparison enabled disabled OPTOMA HD29H

After having configured my Xbox One S on 1080p 120hz, it is then possible to reach 8.4 ms of lag input! The future Acer Nitro G550 should also offer this configuration and this level of lag.

Multiple manufacturers are working to bring these inexpensive 120 Hz 1080p projectors to market this year.

This is a boon for competitive gaming on a big screen, as well as support for 120fps HFR videos at full HD.

The Optoma HD27HDR, already available at stores, likely has the same input latency as this model.

NVIDIA Study Reveals 240Hz Gives You Edge in Battle Royale

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A brilliant study by NVIDIA with actual Battle Royale competitive game players in eSports has been released by NVIDIA showing that player scores improves with 240 Hz over 144 Hz too!

Fortnite has over 125 million players worldwide. Regardless of whether you’re an aspiring casual gamer on your Xbox at home — or you are a professional player — Battle Royale games spans the whole spectrum. There are even professional eSports player winning championship money such as Tfue at full stadiums filled with thousands of cheering people!

There has been a huge boom in 144 Hz and 240 Hz gaming monitors. Eve Hz even without competitive gaming, because they play casual offline games better too, or that the high refresh rate provides an ergonomic benefit (e.g. for people who get eye strain from display motion blur at Windows desktop).

Getting an RTX series makes 240 Hz worth it for Fortnite, COD and PUBG

240 Hz truly commands a high frame rate. Your scores will improve more at 240 Hz than 144 Hz, if you get an RTX series graphics card.  There is no wonder that most of the major eSports players have already adopted 240Hz, and you probably should too if you play Fortnite professionally on an RTX card.

A faster GPU helps increases your K/D scores in Fortnite and PUBG

Where money is no object, getting a GeForce RTX 20xx series gives you the maximum improvement. The NVIDIA study showed a 53% increase in scores with an RTX graphics card!

More practice time helps your scores in Fortnite and PUBG

This is a no-brainer finding, but it’s also magically very clear in the NVIDIA study. Practicing with a faster GPU improves your competitive scores even faster with the same number of hours played.

You can read the rest of NVIDIA’s study in their blog.

Conclusion: Upgrade Both GPU And Monitor

If you’re tight on money, get GTX and 144Hz, the NVIDIA study clearly says you can save money on GeForce GTX 1660 Ti, and use the savings to replace your 60Hz monitor with a 144Hz monitor.

If money is no object, get RTX and 240Hz, there is no question: the NVIDIA study tells you to get both the GeForce RTX 2080 Ti and also a 240 Hz gaming monitor.

Blur Busters has long advocated the huge usefulness of 144Hz and 240Hz gaming monitors in improving competitive gaming.

Ever since Blur Busters launched, a large number of our readers are competitive game players who are researching high refresh rates for gaming.  Blur Busters also currently moderates a Discord channel (#monitor-tech-talk) run by a competitive game player.

We are in agreement with the NVIDIA study on this topic: 240 Hz does improve scores if your GPU can keep up.

That said, we have long known this: If you’re still in the 60 Hz ages, you need to upgrade both your GPU and your monitor.

RoadToVR: New Oculus Rift VR Headset at Game Developer’s Conference 2019

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According to RoadToVR information, the new Oculus Rift “S” virtual reality headset, is coming to Game Developer’s Conference (GDC) during March 18-22, 2019!

Multiple inside sources, as well as evidence in the code of the new Oculus Store software, now references the “Rift S”

The original consumer Oculus Rift is now currently sold out at many online stores, which lends very strong credence to the rumors. Even the main Amazon store is sold out, with only third-party Amazon sellers offering the headset for inflated prices.

In addition, Oculus Quest is apparently planned to also launch at GDC, with Beat Saber as its launch title.

Keep tuned for the reveal!

Related History: Blur Busters convinced the Oculus Kickstarter about benefits of low persistence to eliminate display motion blur for VR.

 

NVIDIA Brings Real-Time Raytracing To Older GeForce GTX GPUs to Expand Game Ecosystem

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In August 2018, real-time ray tracing was announced including the NVIDIA RTX technology.

Now, finally, RTX technology has arrived to mainstream GeForce GTX GPUs for enhanced graphics in video games. NVIDIA wants to accelerate the ray-tracing ecosystem in their announcement for Game Developer’s Conference (GDC). They have added ray tracing support to the new NVIDIA graphics drivers for older GPUs including the GeForceGTX 10XX series, GTX 16XX series, and Titan V.

NVIDIA says the following:

In the time since, our software and developer teams have kept working, allowing us to optimize our ray tracing technology, make new software advancements, and help developers further accelerate ray tracing performance in games. Because of this work, we have dramatically sped up ray tracing performance for GeForce RTX GPUs, and can now enable DirectX Raytracing ( DXR ) on GeForce GTX 1060 6GB and higher graphics cards via a Game Ready Driver update, expected in April.

As usual, NVIDIA extolls the RTX series as being the massive outperformer for ray tracing, steering people to buy the RTX series even though ray tracing is now available on the older GTX series.

With a bigger ray tracing ecosystem, game developers will no doubt add more support for raytracing to their games, since many game development machines at many game studios do not yet have the RTX series.

This adds more ray tracing support to more games more quickly, which benefits the future RTX ecosystem (as well as DirectX Ray Tracing, which incidentally, AMD will eventually work with once it’s supported across all GPUs).

How will it perform on GTX?

In NVIDIA’s slide deck on their page, they compare GTX versus RTX. We’ve selected two slides, of one game: Metro Exodus to highlight this.

Clearly, NVIDIA wants you to buy RTX, but we’re glad that everybody’s existing GeForce GTX 1080 Ti GPU — including ours — now supports ray tracing, and this will lead to exciting game developments lifting all boats for everybody in all camps!

Next AMD Radeon Card May Support Real-Time Ray Tracing

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With NVIDIA taking the lead in the ability to do real-time ray tracing with RTX series and also adding it to older GTX GPUs too — it is easy to imagine AMD probably has had to begin working on their own “dedicated silicon” for real time raytracing. There are now reports that this is actually happening.

According to many reports including Wccftech, who also point to this video by RedGamingTech, AMD is apparently preparing to add dedicated raytracing silicon in the high-end version of their NAVI silicon.  The Radeon NAVI is a successor to the Radeon VEGA series.

Initially, the first NAVI 10 may not include dedicated raytracing cores, but the NAVI 20 reportedly will.

In the high-Hz world of 240 Hz and beyond — GPUs that are capable of real-time ray tracing tends to be GPUs capable of extremely high frame rates for high-Hz monitors, for competitive esports, and/or for good display motion blur reduction.

The extra performance in such GPUs often enables stratospheric frame rates in many modern games when settings are at least slightly lightened. Consequently, Blur Busters take extreme interest in such brute overkill in GPUs.

Go check out the really interesting details revealed in this video.

Frame Rate Amplification Tech (FRAT) — More Frame Rate With Better Graphics

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More Frame Rate With Better Graphics!

Today on April 4th, Oculus launched Asynchronous Space Warp 2.0, which is a newer method of raising frame rate, by laglessly converting 45 frames per second to 90 frames per second for Oculus Rift Virtual Reality headsets, which is perfect timing for this Blur Busters featured article.

In the future, instead of low-detail 240fps, one can amplify high-detail 60fps into high-detail 240fps, allowing you to have cake and eat it too on your gaming monitor!


Frame Rate Amplification Technologies (FRAT)

Increasing frame rates with less GPU horsepower, is a huge area of innovation at the moment. High-Hz displays hugely benefit from Frame Rate Amplification Technologies (FRAT) – our umbrella term that describes technologies to increase frame rates with less GPU horsepower per frame. This can also include gaming monitors, and not just virtual reality headsets.

Here is a list of publicly known frame rate amplification technologies:

These are just only the publicly released technologies! This article is derived from a forum thread that I originally publicly posted in August 2017, but updated with new FRAT technologies publicly announced!


Technology: Oculus Asynchronous Space Warp

The Oculus Rift VR headset included a method of reprojecting 45 frames per second to 90 frames per second, thanks to Oculus Asynchronous Space Warp (ASW). Keeping frame rates high in virtual reality is a critical mother of necessity, because stutters can cause headaches and nausea in virtual reality.

Oculus’ release of Version 2.0 of Asynchronous Space Warp is currently one of the better lagless & artifactless implementations of Frame Rate Amplification Technology (FRAT).


Technology: Temporal Resolution Multiplexing

A new paper by University of Cambridge has revealed a brand new frame rate amplification technology, for IEEE VR 2019 by co-authors Gyorgy Denes, Kuba Maruszczyk, George Ash, and Rafał K. Mantiuk.

Basically, the technique is to create low-resolution frames between high-resolution frames, and then upconvert the low resolution frames using the information from the high-resolution frames.

  • There is also a large PDF paper on this algorithm, as well as supplementary material;
  • This FRAT can lower frame transmission bandwidth over video cables (or video streaming), and offload this algorithm to the display side.
  • This FRAT can also potentially also be useful for streaming full power virtual reality from powerful tower computer to low-powered wireless VR headsets (such as Oculus GO).

Technology: NVIDIA Deep Learning Super Sampling (DLSS)

NVIDIA released Deep Learning Super Sampling (DLSS) when they launched GeForce RTX.

While not yet as perfectly artifactless as Oculus Asynchronous Space Warp 2.0, it is a great first implementation from NVIDIA, and can only improve from here. Currently, it does not yet provide major frame rate amplification ratios (like 2:1 or 5:1 frame rate increases).

  • This is not a “between-frames” Frame Rate Amplification Technology (FRAT) like the other technologies. All frames are rendered lower resolution and then upconverted using AI.
  • It includes many FRAT attributes of other existing techniques such as artificial intelligence (including AI Interpolation) and lower resolution frames (like Temporal Resolution Multiplexing).

Technology: Classic Interpolation

Since the beginning of this century, many HDTVs had interpolation to convert 60 frames per second to 120 frames per second. Historically, interpolation was very high latency with very bad artifacts, and unsuitable for gaming. Recently, this is changing with newer more modern AI interpolation in new TVs.

A popular television testing website, RTINGS, who uses Blur Busters testing techniques, has an excellent video about classic interpolation technologies:

  • There is a huge number of scientific papers on motion interpolation, and older 1980s papers on interpolation for television format conversion (between PAL 50Hz and NTSC 60Hz).
  • More recently, artificial intelligence interpolation now in some new televisions can smartly fix interpolation artifacts and do more accurate guesses of the “fake frames” between real frames,
  • To reduce lag, the 2018+ Samsung televisions now has low-lag Game Motion Plus interpolation mode for gaming consoles, to amplify frame rates from 30fps-60fps into 120fps!
  • A popular PC application for amplifying frame rates of video files, is Smooth Video Project.

Although classic interpolation is the oldest frame rate amplification technology dating back twenty years, innovations continue in improving video motion interpolation.


Are They “Fake Frames”?

Not necessarily anymore! In the past, classic interpolation added very fake-looking frames in between real frames.

However, some newer modern frame rate amplification technologies (such as Oculus ASW 2.0) are less black-box and more intelligent. New frame rate amplification technologies use high-frequency extra data (e.g. 1000 Hz head trackers, 1000Hz mouse movements) as well as additional information (texture memory, Z-Buffer memory) in order to create increasingly accurate intermediate 3D frames with less horsepower than a full GPU render from scratch. So don’t call them “Fake Frames” anymore, please!

Many film makers and content creators hate interpolation as they don’t have control over a TV’s default setting. However, game makers are able to intentionally integrate it and make it as perfect as possible (e.g. intentionally providing data such as a depth buffer and other information to eliminate artifacts).

Video Compression Equivalent Of FRAT: Predicted Frames

When you are watching video and films, using Netflix or YouTube or at digital movie theaters, you’re already watching material that often contains approximately 1 or 2 non-predicted frames per second, with very accurate predictive frames inserted in between them.

Modern digital video and films use various video compression standards like MPEG2, MPEG4, H.264, H.265, etc. to generate the full video and movie frame rates (e.g. 24fps, 30fps, 60fps, etc) by using very few full frames and filling the rest with predicted frames! This is a feature of video compression standards to insert “fake frames” between real frames, and these “fake frames” are now almost perfectly accurate, that they might as well be real frames.

  • Full Frames:
    Video including Netflix, YouTube, Blu-Ray and digital cinema are often only barely more than 1 full frame per second via I-Frames
  • Predicted Frames:
    The remainder of video frames are “faked” by predictive techniques via  P-Frames and B-Frames. Yes, that even includes the frames at the digital projector in your local movie theater!

Today, video compression has already achieved the equivalent of approximately 10:1 to 100:1 frame rate amplification ratios today! (Image source: Wikipedia Article on Inter-Frames)

3D Rendering Is Slowly Heading Towards Similar Metaphor!

Towards year 2030, we anticipate that the GPU rendering pipeline will slowly evolve to include multiple Frame Rate Amplification Technology (FRAT) solutions where some frames are fully rendered, and the intermediate frames are generated using a frame rate amplification technology. It is possible to make this perceptually lossless with less processing power than full frame rate. Some FRAT systems incorporate video memory information (e.g. Z-Buffers, textures, raytracing history) as well as eliminating position guessing (e.g. 1000Hz mouse, 1000Hz headtrackers) to make frame rate amplification visually lossless.

Instead of rendering at low-detail at 240fps, one can render at high-detail at 60fps and use frame rate amplification technology (FRAT) to convert 60fps to 240fps. With newer perceptually-lossless FRAT technologies, it is possible to instead get high-detail at 240fps, having cake and eating it too!

Large-Ratio Frame Rate Amplifications of 5:1 and 10:1

The higher the frame rate, the briefer individual frames are displayed for, and the less critical imperfections in some interframes become. We envision large-ratio 5:1 or 10:1 frame rate amplification to be practical for converting 100fps to 1000fps in a perceptually lagless and lossless way.

This is Key Basic Technology For Future 1000 Hz Displays

Recent research shows that 1000Hz displays has human visible benefits provided that source material (graphics, video) is properly designed and properly presented to such a display at ultra high resolutions. Many new discoveries of the benefits of ultra-high-Hz displays have been discovered through additional research now that such experimental displays exist. Here is a photograph of a real 480Hz display:

Ultra-high-Hz also behaves like a strobeless method of motion blur reduction (blurless sample-and-hold), as twice the frame rate and refresh rate halves display motion blur on a sample-and-hold display.

Frame Rate Amplification Can Make Strobe-Based Motion Blur Reduction Unnecessary

Our namesake, Blur Busters, was born because of display motion blur reduction technology that is found in many gaming monitors today (including LightBoost, ULMB, etc). These use impulsing techniques (backlight strobing, frame flashing, black frame insertion, phosphor decay, or other impulsing technique).

With current low-persistence VR headsets, you can see stroboscopic artifacts when moving head super very fast (or rolling eyes around) on high-contrast scenes. Ultra-Hz fixes this.

Making Display Motion More Perfectly Identical To Real-Life

A small but not-insignificant percentage of humans cannot use VR headsets, and cannot use gaming-monitor blur-reduction modes (ULMB, LightBoost, DyAc, etc) due to an extreme flicker sensitivity.

Accommodating a five-sigma population can never be accomplished via strobed low-persistence. Ultra-high-framerate sample-and-hold displays makes possible blurless motion in a strobeless fashion, in a way practically indistinguishable from real life analog motion.

The only way to achieve perfect motion clarity (equivalent to a CRT) on a completely flickerless display, is to display sharp, low-persistence frames consecutively with no black periods in between.  Achieveing 1ms persistence on a sample-and-hold display, requires 1000 frames per second on a 1000 Hertz display.


Frame Rate Amplification Technologies May Include Co-GPU Built Into Displays

Several public posts suggests this idea. In the far future, it is possible that frame rate amplification technology may end up as a co-GPU that is built into future displays, to reduce frame transmission bandwidth (e.g. 4K 1000Hz or 8K 1000Hz), in order to convert unobtainium into the possible.

Future co-GPUs in displays may also decode 3D geometry based framerateless video formats. A futurist view is that video may someday eventually be compressed via 3D-geometry rather than traditional macro-block based compression.

A far-future “H.268” or “H.269” 3D geometry codec. This may allow UltraHFR with crystal-sharp real-time 1000fps imagery, as traditional video is softer than computer graphics. Ultra-high-Hz displays require ultra-sharp sources for maximal visible human benefits.

More Reading

Fascinated about ultra high frame rates on ultra high refresh rates?
Read more:


Microsoft Edge Browser Now Supports 240Hz on TestUFO Motion Testing Website

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Microsoft Edge Supports 240 Hz in Chromium-Based Version

A new version of Microsoft Edge web browser is now available for download that supports TestUFO at 240 Hz refresh rate!  Any Edge web browser Version 70 or later, supports 240 Hz.

A few months ago, Microsoft made a decision to adopt the Chromium engine for their Edge web browser, and now Microsoft has finally made a development build publicly available.

This helps the hugely popular TestUFO motion testing website, that is now the industry standard for testing computer monitors by many reviewers.

This browser now inherits the Chromium’s reliability with high refresh rate displays (nonwithstanding the TestUFO “stuck at 60Hz” issues when GPU acceleration is disabled).

For years, Blur Busters has been the forefront in paying attention to high refresh rates for HTML, including our famous 120 Hz Web Browser Tests, as well as Blur Busters Working On Changes To HTML 5.2.

This is Mandatory HTML Specification Support

We give kudos that Microsoft has finally complied with Section 7.1.4.2 of the HTML 5.3 Specification.

Incidentially, Blur Busters founder Mark Rejhon became an Invited Expert to W3C Web Platform Working Group, in order to submit this HTML specification change to ensure that web browsers have a reasonably reliable way of synchronizing to refresh rate.

However, when are no constraints on resources, there must not be an arbitrary permanent user agent limit on the update rate and animation frame callback rate (i.e., high refresh rate displays and/or low latency applications).

Apple Is Still In Violation Of HTML Specification

Apple is currently still in violation of Section 7.1.4.2 of the HTML 5.2 and 5.3 specification for their 120 Hz iPads, even when the iPads are connected to a power supply.

This is why TestUFO does not work at 120 fps on the new 120 Hz iPads.

TestUFO Reached Several Millions Of Visitors Last Year

In 2018, millions of users used www.testufo.com, the world’s most popular display testing website, to test their displays. Don’t miss this bandwagon, Apple!

Two New 4K 144 Hz Displays by Acer, Compatible with FreeSync & G-SYNC

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Today — at Acer’s press conference in New York City, two new 4K 144 Hz displays were announced!

The Acer Predator CG437K P

Acer calls this a Large Format Gaming Display (LFGD), very similar to BFGD.

The Acer Predator CG437K P features the following:

  • 4K Resolution
  • 144 Hz Refresh Rate
  • DIsplayPort and HDMI inputs
  • HDR support (VESA DisplayHDR 1000 Certified)
  • VESA Adaptive-Sync support
  • HDMI VRR support

This display also has a high likelihood of being G-SYNC Compatible via the DisplayPort connection. Also, the X-Box One now has FreeSync support which would also support this display.

The Acer ConceptD CP7271K

Image Credit: PC Magazine

Acer ConceptD monitors are targetted to content creators who need absolute color accuracy, and the ability to get 4K 144Hz in a professional monitor lets professionals have cake and eat it too.

Whether for digital cinema, animators, 3D artists, graphics editors, and potentially future Ultra HFR initiatives, this is a welcome entry in the professional monitor arena.

The Acer ConceptD CP7271K display features the following:

  • 4K resolution
  • 144 Hz refresh rate
  • 99 percent AdobeRGB color space
  • 93 percent DCI-P3 color space
  • 1000 nit peak
  • VESA DisplayHDR 1000 Certification
  • VESA Adaptive Sync
  • Variable Overdrive for ultra-high-quality VRR (Just like G-SYNC Ultimate!)

Helios Gaming Laptops with 144 Hz

The Acer Predator Helios 300 and Helios 700 gaming laptops were also announced at the same next@ACER event.

The Predator Helios 700 laptop is an absolutely beautiful gaming laptop with a GeForce RTX 2080 powering a 17″ 144 Hz G-SYNC screen. The other laptop, Helios 300, uses a GeForce RTX 2070.

New 200 Hz Ultrawide Monitor From AOC With G-SYNC HDR, The AG353UCG Ultrawide

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AOC recently announced the AG353UCG, an ultrawide monitor with 3440×1440 resolution and a 200 Hz refresh rate.

As extra cake frosting, this monitor includes a whopping 500-zone full-array local dimming backlight. This allows a much greater contrast ratio than is otherwise possible with normal LCD panels. That means blacks are blacker, while whites and highlights are capable of being brighter.

The monitor is mentioned to be capable of 1ms MPRT, which indicates it should also include NVIDIA ULMB or another similar motion blur reduction mode.

To summarize, this monitor features the following:

  • 35″ Ultrawide
  • 3440×1440 resolution
  • 200 Hz refresh rate
  • 1000-nit peak brightness
  • 512-zone Full Array Local Dimming (FALD) Backlight
  • VESA DisplayHDR 1000 Certification
  • Motion Blur Reduction Mode (1ms MPRT)
  • DisplayPort 1.4 and HDMI 2.0

Sources tell us that this monitor is expected to be released in Fall 2019.

New Razer Blade Laptop Has 240 Hz IPS Panel

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Some of you have already heard about the 240Hz Razer Blade laptop in the media.

We’ve also written about the AlienWare 240 Hz laptop and the HP OMEN 240Hz laptop, but this Razer 240Hz is such a dazzling beaut.

Now, a surprise by Razer’s CEO confirming that the 240Hz laptop screen is IPS technology, which is often known to have better color quality for LCD screens!

This year is setting up to be a great year for 240 Hz technologies!

The brand new Razer Blade laptops come with many options including the following:

  • Graphics up to a GeForce RTX 2080
  • Screen options including 144Hz 1080p IPS, 240Hz 1080p IPS , and OLED 4K!
  • Only 0.7″ thick
  • Lightweight similar to a MacBook Pro 15″
  • NVMe SSD options and HDD options
  • Razer Chroma RGB lighting, zoned and per-key RGB
  • Gigabit Ethernet and AC WiFi
  • Black metal and white metal options

Check out the Razer Blade laptops page.

GtG versus MPRT: Frequently Asked Questions About Display Pixel Response

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GtG and MPRT are two different pixel response benchmarks for displays, screens, televisions, and monitors.

GtG stands for Grey-To-Grey.
MPRT stands for Moving Picture Response Time.

Why Two Different Pixel Response Numbers?

GtG represents how long it takes for a pixel to change between two colors.
MPRT represents how long a pixel is continuously visible for.

Even when a pixel finishes its GtG transition from one color to another color, a fully refreshed pixel can stay continuously visible or static until the next refresh cycle. Thus, GtG and MPRT numbers are different.

Why Does MPRT Response Affect Motion Blur More Than GtG Resonse?

Even though GtG pixel response time has become faster (e.g. 1ms), the MPRT has not gotten faster because MPRT is limited by refresh cycle duration, and by frametime. High MPRT creates a longer sample-and-hold effect caused by eye-tracking.

 sampleandhold2
(Source: Microsoft Research)

As you track your eyes on moving objects on a screen, your eyes are in a different positions at the beginning versus end of a refresh cycle.

On most 60Hz displays, a frame is continuously displayed for no less than 1/60sec. Your eye movements can “smear” the frame across your vision, creating motion blur.

Demonstration Of Motion Blur From Eye-Tracking Due To Persistence (MPRT)

Here is a popular TestUFO Animation demo of motion blur from persistence (MPRT). Click on the animation for a bigger animation. The background looks different depending on which UFO you look at! 

Is Display Persistence Same As MPRT?

Yes, display persistence and MPRT represent the same thing when quoted as a number (milliseconds).

Why Does Instant 0ms GtG Still Have Display Motion Blur?

Even though GtG can be fast, the MPRT can still be slow. Even for 60Hz OLED display, the MPRT100% of most 60Hz display is always 1/60sec = 16.7 milliseconds. This creates display motion blur even if the display has instantaneous or near-instantaneous GtG. See Why Does Some OLEDs Have Motion Blur.

What Does GtG Look Like In High Speed Video?

In a high speed video, slow GtG pixel response looks like a refresh cycle “fades into” another refresh cycle. Here is a high speed video of an 5ms 60Hz IPS LCD:

More high speed videos can be found at Understanding Scanout Lag Via High Speed Video, which also has high speed video other panels including TN LCD and OLED pixel response.

Why Is GtG Called Grey-To-Grey Instead Of Color-To-Color?

LCD subpixels are actually monochrome, and colors on screens are accomplished via color filters.

The pixel response time for each individual color channel is usually identical.

How Do You Reduce Display Motion Blur?

Once GtG is already fast, there are only two ways to further reduce MPRT display motion blur:
(A) Shorten pixel visibility time via adding black periods between refresh cycles.
(B) Shorten pixel visibility time via adding more frames per second at higher refresh rates.

Accomplishing (A) in current technology, is often done via a strobe backlight such as LightBoost or ULMB found in motion blur reduction. See Motion Blur Reduction FAQ.

Accomplishing (B) in current technology, is often done via upgrading to a higher refresh rate along with a faster GPU.  240fps at 240Hz can have one-quarter the display motion blur of 60fps at 60Hz. See Official List of Best Gaming Monitors.

How Does Refresh Rate And Frame Rate Affect MPRT?

Doubling the frame rate (and refresh rate) can halve display motion blur.

As a rule of thumb, MPRT is more linked to frame rate on an sample-and-hold display. The motion blur of 60fps can look identical on a 60Hz, 120Hz and 240Hz display, since a lower frame rate creates a longer pixel visibility time (longer persistence) on a sample-and-hold display.

How Does Strobed Motion Blur Reduction Affect MPRT?

Impulsed-driven displays (strobe-backlight, impulsed, phosphor, black frame insertion) can reduce MPRT by shortening pixel visibility time:

Instead of being controlled by the refresh rate, the motion blur (persistence, MPRT) of an impulsed display is controlled by the impulse length of the pixel.

How Does GtG Affect a Strobed Display?

Usually, most strobed displays (e.g. LightBoost, ULMB) attempts to hide LCD pixel response in the dark periods between strobe-backlight flashes. See High Speed Video of LightBoost.

As a result, it is now possible to have MPRT numbers smaller than GtG numbers, if the GtG pixel response is hidden unseen from eyes in the dark period between strobe flashes.

Manufacturer Specifications Versus Real World

There is a good reason why manufacturer GtG specifications are often more aggressive than real-world GtG numbers. Measuring equipment often fail to successfully measure 100% of a pixel response. Reason include noise margins in measuring equipment (especially near blacks) and extremely slow pixel response in old displays that sometimes never perfectly reached 100% even after many refresh cycles.

As a result, published pixel response numbers are necessarily only partial because of an industry standard — from a 10% response threshold to a 90% response threshold.

How Is The VESA GtG Pixel Response Standard Used By Manufacturers?

Manufacturers use the VESA GtG measurement method, measuring the GtG pixel response speed from the 10% point to the 90% point:

This can miss the first 10% and final 10% of the GtG pixel response curve, which may sometimes still be human-visible. Measuring electronically is more reliable with cutoff points, especially back in the old days. The same standard 10%-to-90% cutoff thresholds have persisted today.

How Is MPRT Typically Measured By Manufacturers?

MPRT is measured differently, but uses similar 10% and 90% thresholds.

Unfortunately, the omission of the first 10% and last 10% can create MPRT numbers less than a refresh cycle even for a sample-and-hold display.

While MPRT90% is much more accurate in representing display motion blur than GtG90%, there are now some situations where MPRT becomes slightly less accurate the more GtG converges to instant 0ms, and perceived motion blur can be up to 25% more than the MPRT Number (100%:80% range = 1.25x).

Blur Busters Law Formula for MPRT100%

The Blur Busters Law formula is a simplification of the MPRT formula from the scientific paper.

1ms persistence
=
1 pixel motion blur per 1000 pixels/second motion

This is a universal guaranteed minimum display motion blur that you will get on a display, no matter how good your vision is, assuming no GtG limitations or source material limitations.

Scientific Paper Note: Blur Busters Simplification of MPRT

Blur Busters tends to use MPRT100% instead of MPRT90% (in the scientific paper). A 120Hz ideal sample-and-hold display has identical motion blur (MPRT100% = 8.333ms) as a 1/120sec photo shutter for the same physical panning velocity of full frame rate material. We prefer MPRT100% at Blur Busters for simplicity and to match human-perceived motion blur on fast sample-and-hold displays. This is also easier for blogs to calculate from TestUFO motion tests.

Animation of GtG Versus MPRT

This TestUFO Animation is an excellent approximation that works on certain displays. Track your eyes on the two halves of this moving bar:

There is a bigger clarity difference in the moving edges between top/bottom halves when the GtG-vs-MPRT ratio is much bigger. Try this animation on a TN or OLED display which often has <1ms GtG but 16.7ms MPRT!

This specially-designed animation partially separates GtG effects from MPRT effects via spatial strobing.

Low MPRTs Are Only Possible With Strobing Or Ultra-High Hz

Achieving 1ms MPRT requires either
(A) Strobe display using 1ms flashes, or
(B) Non-strobed 1000Hz display showing 1000 frames per second

Some manufacturers make a major mistake with improperly quoting MPRT numbers of a non-strobed display.  A good TFTCentral article explains this, too.

Long Term Holy Grail: Low MPRTs Without Flicker/Strobing

In the next ten years, a 1000Hz display running at 1000fps, will be able to achieve 1ms MPRT without the need for any form of impulsing (phosphor, strobing, flicker, black frames, etc).

To help assist future 1000 Hz developments, GPUs can incorporate Frame Rate Amplification Technology to make 1000 frames per second possible with upcomimg GPUs.

Pre-requisite technologies are starting to be demonstrated successfully in the laboratory, and probably will hit the high end gaming market before 2030s as a flickerless MPRT blur reduction technology — for strobeless ULMB — for blurless sample-and-hold.

Sub-1ms GtG and MPRT Is Human Visible!

It’s worth noting that Blur Busters had a contract with the Oculus Virtual Reality Kickstarter, convincing them to research low-persistence for their future headsets. Now, today, the Valve Index VR headset can achieve 0.33ms MPRT persistence!

Also, it is not possible to read the street name labels of the TestUFO Panning Map Test At 3000 Pixels/Second unless MPRT is less than 1ms. At 3000 pixels/second, 1ms MPRT100% still generates 3 pixels of motion blurring, completely obscuring 6-point text.

If you have an NVIDIA ULMB display, adjust “ULMB Pulse Width” in the monitor menu to lower your MPRT persistence, and you’ll be able to read the street name labels of a fast-panning map! NVIDIA ULMB can achieve as low as 0.25ms MPRT, albiet the screen gets very dark at this short ULMB pulse width.

In addition, sub-1ms GtG is very useful in improving LCD overdrive, as well as reducing strobe crosstalk.

“1ms Response” Is Useless Without Specifying GtG or MPRT

Manufacturers too frequently quote pixel response numbers without mentioning MPRT or GtG. We reward manufacturers that quote both GtG pixel response numbers and MPRT pixel response numbers.

Tell Your Monitor Manufacturer To Quote Both MPRT and GtG Numbers

GtG and MPRT are two different pixel response benchmarks.

Display makers need to quote both for all displays, screens, monitors, and televisions.

Please support manufacturers that quote both.


Blur Buster's Official G-SYNC Monitor List

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