Search found 43 matches
- 30 Mar 2021, 02:55
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Is motion blur directly related to strobe visibility or not?
- Replies: 20
- Views: 13801
Re: Is motion blur directly related to strobe visibility or not?
To get as much five-sigma comfort as possible (least numbers of motion sick from the widest numbers of human population), you have to push the framerate really low OR really high. The % of motion sickness cases increases with wide-FOV intermediate-framerate sample-and-hold HFR because you're gettin...
- 29 Mar 2021, 15:52
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Is motion blur directly related to strobe visibility or not?
- Replies: 20
- Views: 13801
Re: Is motion blur directly related to strobe visibility or not?
That said, from a "display engineering requirements" point of view (what Hz do I need to engineer it at?) -- it will always be a max(AllResults) because real-world games will often be full of moving objects at all charted velocities. Yes, you have to take highest value achieved in a range of speeds...
- 27 Mar 2021, 06:36
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Is motion blur directly related to strobe visibility or not?
- Replies: 20
- Views: 13801
Re: Is motion blur directly related to strobe visibility or not?
If we assume that motion blur comes from display persistence when tracking moving object, then necessary refresh rate for a sample-and-hold display can be calculated as: RefreshRate = AngularSpeed / VisualAcuity Under this condition, motion blur trail from persistence will have the same length as vi...
- 23 Mar 2021, 18:05
- Forum: Software Developers / Low-Lag Code / Game Programming
- Topic: Would a universal ML based CRT shader be preferable to something like DLSS?
- Replies: 9
- Views: 22157
Re: Would a universal ML based CRT shader be preferable to something like DLSS?
You could train an AI to create a shader optimized to a specific panel's pixel structure, and kill both persistence blur and upscale blur in one go without a dev needing to specifically program their game. You can't kill motion blur by applying a shader on a display with high persistence. CRTs exhi...
- 22 Mar 2021, 03:53
- Forum: Offtopic Lounge
- Topic: Proper Sitting on chair position - How to learn new one?
- Replies: 7
- Views: 9795
Re: Proper Sitting on chair position - How to learn new one?
sitting straight 90 degree By the way, why do you want to sit straight? I'm asking because I once visited a lecture by a professor of biomechanics who was explaining that "sitting straight" and "standing is better than sitting" are actually myths based on old studies of intradiscal pressure (i.e. p...
- 21 Mar 2021, 13:46
- Forum: General — Displays, Graphics & More
- Topic: how works motion blur in high resolution
- Replies: 2
- Views: 1399
Re: how works motion blur in high resolution
If I can easily track the speed of 3840 pixels on a full hd screen, then it turns out I can track 15360 pixels on an 8K display Yes, if the display is of the same size and you look at it from the same distance. And the physical length of motion blur trail will be the same for both displays (assumin...
- 20 Mar 2021, 12:57
- Forum: General — Displays, Graphics & More
- Topic: Display Stream Compression - Impact on Image Quality
- Replies: 0
- Views: 1256
Display Stream Compression - Impact on Image Quality
I tried to find examples of DSC compressed images (ideally with different level of compression) to see if it's really visually lossless as it's claimed by VESA. However, I didn't find any. Is somebody here who knows about such examples? Or does anyone have a personal experience and knows if DSC is u...
- 16 Mar 2021, 17:06
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Why Can't/Don't OLED's have short light times?
- Replies: 13
- Views: 10181
Re: Why Can't/Don't OLED's have short light times?
It doesn't matter if you strobe, let the backlight constantly ON or whatever. If you want to achieve specific level of perceived brightness, all that matters is efficiency of light source. You can't fake brightness with strobing in region where flicker fusion occurs, see Talbot–Plateau law. So the o...
- 16 Mar 2021, 16:43
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Technical Limitations Preventing Ultra High Hz OLED screens
- Replies: 19
- Views: 13899
Re: Technical Limitations Preventing Ultra High Hz OLED screens
Maybe I worded it badly. And I would also like to point out that I don't have deep knowledge of panel electronics so I might be wrong. What I meant is that I imagine that in the simplest implementation, you select one row of pixels and then you go through all columns in that row and set pixels one b...
- 16 Mar 2021, 05:54
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Technical Limitations Preventing Ultra High Hz OLED screens
- Replies: 19
- Views: 13899
Re: Technical Limitations Preventing Ultra High Hz OLED screens
By the way, one practical limitation to refresh rate comes from display interface. To keep cost down, you want to use existing standards. 1920x1080 @ 480 Hz results in 28 Gbps which became possible only recently with HDMI 2.1 (HDMI 2.0 or DP 1.4 are not enough). 1920x1080 @ 960 Hz would need 56 Gbps...