knypol wrote:Why do OLEDS even needs blur reduction feature if their response time is 0.1ms?
See Why Do OLEDS Have Motion Blur?.
There's two different kind milliseconds measurements -- response time (milliseconds) and MPRT/persistence time (milliseconds). The latter measurement is currently the dominating factor. This 0.1ms response OLED still has an MPRT of 16.7ms (1/60sec).
Response time (pixel transition time) isn't the only thing that creates motion blur, it's the motion blur caused by sample-and-hold (also called "Persistence" or "MPRT"). Even 0.1ms response OLEDs have 16.7ms of persistence (for a 60Hz non-strobed OLED).
Response is the pixel transition time, and persistence is the pixel static time (a full refresh cycle for a sample-and-hold display). As you track moving object on a screen, the static image of a refresh cycle (a 60Hz refresh is displayed for 1/60sec) is blurred across your moving eyes. Your eye position at the beginning of the 1/60sec is different than your eye position at the end of the 1/60sec, but the refresh cycle is being displayed for a full 1/60sec.
That's why Oculus and Vive uses 90Hz strobing (rolling scan) on their OLEDs for their VR headsets.
For an animation example of motion blur NOT caused by display response time -- see TestUFO Eye Tracking Motion Blur.
(Click and maximize to go full screen)
1. Observe how the stationary UFO doesn't blur the vertical lines.
2. And observe how the moving UFO forces your eye movements to horizontally blur the vertical lines to fill the gaps.
This illusion (created by motion blur) still occurs on OLED displays unless they're strobed as well. It's motion blur caused by eye tracking -- and a motion blur that can't be fixed by instant response (even 0.0ms won't fix this type of blur).
The only way to reduce this kind of motion blur is to shorten the refresh cycles -- either by raising refresh rate -- or by adding bigger-and-bigger black periods between the visible static frames (refresh cycles). Both will shorten the time of displaying a static image, giving it less opportunity to be motion-blurred across your vision.
So, in other words, to get 1/1000sec persistence (1ms), you need to make each frame visible for 1ms -- which means 1ms flashes of each frame. You can do that far more easily with a strobe backlight, than doing 1000fps@1000Hz (to avoid strobing). So in other words, we are stuck with strobe-based technologies for a very long time. Another technique is frame-interpolation (fake frames), but that can add lag or image artifacts. Oculus Rift also has an interpolation mode to convert 45fps to 90fps via reprojection tricks. Also, many HDTVs have modes that convert 60fps to 120fps or 240fps via interpolation. These all shorten frame visibility time, and reduce motion blur.
Many articles have been written about this, including Michael Abrash (Oculus) -- Down the VR rabbit hole: Fixing judder for further reading about this too. MPRT is the nomenclature found in scholarly papers [Google Scholar], but some have use the word "persistence".