Sometimes ULMB can improve or hurt performance.
It's not the right tool for all games, the key is to understand how to properly utilize blur reduction for maximum competitive advantage.
1. Fix ULMB Double Image Effects
Double image effects always happens when running at frameates at half the strobe rate.
For amazing ULMB, you need framerate == refreahrate == stroberate
30fps@60Hz CRT is double images
60fps@120Hz ULMB/LightBoost is double images
20fps@60Hz CRT is triple images
40fps@120Hz ULMB/LightBoost is triple images
Number of images = (strobe rate / frame rate)
Note: You might have some minor strobe crosstalk (much fainter 2nd image), but that is normal. However, double-images from half-framerate situations are much worse than strobe crosstalk.
Note2: If you are using a BenQ/Zowie monitor, use the Blur Busters Strobe Utility
2. Fix The Amplified Microstutter Effect of ULMB
Also, ULMB amplifies viaibility of microstutters (no motion blur to obscure microstutter). A single frame drop is blatantly visible even at 143fps@144Hz. Also, VSYNC OFF massively amplifies microstuttering/jittering in strobe modes. So please fix your mouse micro stutters (better 1000Hz mouse, better mouse pad), upgrade GPU, and lower strobe rate. 85fps@85Hz or 100fps@100Hz VSYNC ON strobing (+ low lag VSYNC ON tricks) can look visually much better than 110-130fps VSYNC OFF strobing at 120Hz.
Even mouse microstutter is very massively amplified in strobed modes (I do not believe the mouse manufacturers falsely saying 2000Hz true-report-rates are unnecessary. For ULMB, we NEED better mice that can turn left/right as smoothly as a keyboard strafe left/right. 2000Hz true report rates *is* important for framerate-stroberate-locked high-Hz ULMB motion). For now, get the best and smoothest 1000Hz mice you can get.
3. Get 100% Stutterless ULMB: stroberate = refreshrate = framerate
Perfect frame rate lock to strobe rate is the magic recipie for butter-smooth stutterless strobing.
Arcade-perfect Nintendo-perfect TestUFO-perfect CRT-like panning motions in games with ULMB requiess the triple lock of stroberate == refreahrate == framerate
Thusly; to reduce ULMB microstuttering:
- Increase GPU if needed
- Adjust detail, turn off AA temporarily
- Use lower refresh rate to get the easier triple lock (framerate, refreshrate, stroberate match)
- Use VSYNC ON
- Use low-lag tricks for VSYNC ON (Set your RTSS framerate cap 0.01Hz below testufo.com/refreshrate benchmark)
- Use overkill frame rates if you must use unsynchronized frame rates
If you really, really do not want to do VSYNC ON (even the low-lag versions), then sufficient overkill frame rate (things like 300fps) can compensate for microstuttering during Fast Sync or VSYNC OFF for competitive ULMB gameplay. You will not get perfect motion fluidity but the more overkill you can get, the better ULMB becomes in non-locked situations.
4. Fix Poor Brightness
Old LightBoost was dim. Recent ULMB (and DyAc) monitors are much brighter, especially 144Hz ULMB on 240Hz eSports monitors. A quite decent colorful 300 nits in ULMB mode! And lower lag than 120Hz LightBoost.
If you're still stuck with very dim LightBoost, upgrade to a recent monitor with bright strobing. All the newer strobe-capable 240Hz monitors currently have very bright 144Hz strobing.
5. When to know ULMB is Right Tool for Right Job
Know when to use ULMB competitively properly.
- ULMB can improve human reaction time during tracking camoflaged moving objects in certain games (ULMB does not help in fixed gaze situations, as demonstrated by TestUFO eye tracking pattern), so ULMB helps certain games and gameplay tactics that forces eye movement, where the human reaction time improvements outweighs the slight ULMB lag.
ULMB doesn't help:
- Fixed gaze at crosshairs. You are immune to display-induced motion blur during fixed-gaze situations. ULMB only helps when your eyeballs are in motion, tracking moving objects. Many (not all) eSports CS:GO players keep a fixed gaze at crosshairs, using only peripheral vision to see enemies outside crosshairs. Mouse-turning/strafing to bring them into crosshairs, never moving eyes away from crosshairs. Absolute lag is more important than ULMB for gaze-only-at-crosshairs tactics.
ULMB can help competitively with better eye tracking for:
- High speed low altitude helicoptor flybys over camoflaged enemies
- Ball in Rocket League (especially if ball is dark/camoflaged)
- Analyzing panning scenery (e.g. full framerate super-hectic RTS)
- Fast scrolling Sonic Hedgehog style platformers
Know which gameplay tactics allow ULMB to have reaction time advantages
In these, human-react advantage of ULMB can end up outweighing strobe lag. The trick is to optimize to minimum strobe lag (maximize reaction time advantage of ULMB -- ULMB lag can be reduced down to as little 2-3ms average screen-center lag for 144Hz-240Hz strobe). And fix the ULMB jitteriness/microstutter (upgrade mouse, upgrade GPU, do appropriate tweaks, and do the triple lock where possible!) Then "arcade-CRT-clear perfect motion fluidity" can beckon to a competitive advantage.
List of Monitors Supporting ULMB
The list of all ULMB/DyAc/strobed monitors is found at Official List of Best Gaming Monitors. If you want the brightest least-lag strobing for competitive advantages, many strobe-capable 240Hz monitors often provides a decently bright ~300 nits during strobed mode with extremely little strobe-related lag. Remember, you can turn on/off ULMB very easily via monitor menus.