Physical distance wise 1314pps would be ~1:1 comparison, not 1440pps. Which is non-integer 3.65ppf for 360 fps, meaning impossible to compare properly. At least in this case. So perhaps better keep it fixed to pixels for now.Chief Blur Buster wrote: ↑07 Nov 2022, 01:08But the Vicious Cycle Effect kind of applies here where 1440p is motion-blurrier than 1080p at the same refresh rate (higher resolutions amplify refresh rate limitations).
Vicious Cycle Effect may apply for unscaled content but from my understanding it doesn't really apply for gaming. For example in case of identically sized screens with differing resolutions, lets say 27", one with 1080p and other with 2160p resolution, physical on-screen size of in-game objects would be identical on both. Same object on 2160p screen would just take up more pixels to size match. And after we increase DPI to match sensitivity on the two (so more speed) the blur on both display would be ~identical because moving object size is "bigger". Scaling up the image and speed proportionally results in proportionally scaled blur. It's just that blur detail/resolution is finer on tighter PPI. So Blur Busters Law still applies here but since we increased object speed and object size the blur stayed the same.
It's a wild one. TestUFO could use an update.
EDIT:
Added image as example, representative of 1080p vs 4k display in motion (gaming).
Sync Track size if fixed.