The specifics get a bit complicated, but since I have been strobe-tuning monitors for a few years now, for multiple manufacturers... Some of you are very familiar with my Blur Busters Strobe Utility which provides end-user strobe tuning for BenQ Zowie monitors.k2viper wrote:Some measurements on this monitor did by XAKE, and he told me that impact of MBR on input latency was 0-2ms, minimal to no impact in his tests. Also, Original aspect mode decreases input delay regardless if MBR is on or off.
2ms is normal latency penalty for 240Hz strobing since strobing is a latency gradient throughout the vertical dimension of the screen surface.
The latency gradient asymmetry effect occurs because of the top-to-bottom refresh scanout of panel in dark (LCD panel tech) versus the all-at-once global strobe flash (backlight tech).
Look at the high speed video of LightBoost to understand how a screen-area-specific latency asymmetry effect can be created.
The position of the latency asymmetry depends on where the worst strobe crosstalk is -- horizontal band of of maximum number of copies of images at http://www.testufo.com/crosstalk
This is the 120Hz example. Divide all values by half for 240Hz.
So there is a location on the screen where latency penalty is practically 0ms and a location on the screen where latency penalty is 2ms, and so on... The latency penalty gradient ranges approximately from [0ms ..... (refresh cycle duration minus strobe length duration)]. Most of the time, a strobe backlight flashes for about 1ms on most newer screens (1ms MPRT). Most of the time the flash is a tiny part of a refresh cycle, so it's more effectively [0ms...refresh cycle duration]. When you average it out, it's half a refresh cycle duration. So 120Hz strobing = half of 1/20sec = an average of approximately 4ms lag penalty for strobing.
That said, lag penalty for strobing can be worth it, when you consider HOWTO: Using ULMB Beautifully or Competitively ...
The blur reduction benefits can outweigh the latency penalty for specific kinds of gaming tactics that are very motion-intensive. It does not benefit stare-at-crosshair tactics as much, but it can help eye-tracking tactics (e.g. identifying camoflaged enemies during high speed helicoptor flyovers, or the fast-moving ball in Rocket League), amongst other things as demonstrated by the eye-tracking motion animations at www.testufo.com/eyetracking and www.testufo.com/persistence that reveals display quirks that only happen during eye tracking versus fixed-gaze. So there are certain games where blur reduction helps eSports, while it doesn't in other games, depending on your gameplay tactics.