Search found 43 matches

by MCLV
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...
by MCLV
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...
by MCLV
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...
by MCLV
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...
by MCLV
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...
by MCLV
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...
by MCLV
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...
by MCLV
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...
by MCLV
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...
by MCLV
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...