1. I'm holding out until the 120Hz+BFI option is back in OLEDs.
2. Yes, heard. There might be a firmware upgrade that restores it later, but I'm not sure.
3. Look up
http://www.rtings.com -- they actually measure and photograph motion blur for their TVs.
4. The VG32VQ strobed FreeSync would work with XB1-x but the problem is that strobed VRR works best at high Hz ranges. For example, minimum Hz of strobing should be high enough. A perfect strobe range for strobed VRR might be "75Hz-165Hz". And most XBox games only run at <60fps. XB1 games run at too low framerates to be ergonomic with strobed VRR
Long term (towards 2030s), Blur Busters is a strong believer in
Frame Rate Amplification Technologies to eliminate motion blur strobelessly. Eventually we can get the CRT clarity without the flicker. But you can eliminate 75% of LCD motion blur stroblessly today (240fps versus 60fps) simply with a 240Hz monitor. I'm a total huge fan of strobeless blur reduction. Real life doesn't flicker. Strobing/phosphor is a humankind bandaid. Real life is analog motion and no frame rate. The only way for a display to mimic analog motion is to have ultrahigh framerates at ultrahigh Hz. The higher the Hz a display the closer to real-life motion (in fluidity, blur, etc) the display can do. Done properly, this can reduce motion sickness quite a bit for many.
A suggestion is to go PC instead of XBox, and really raise the framerates as high as possible. We don't have 1000Hz yet, but we do have 240Hz today, which is already quite a bit of strobeless blur reduction -- 1/8th the blur of 30fps LCD and 1/4th the blur of 60fps LCD. And while getting 240Hz, get variable refresh rate to eliminate stutters.
How about eliminating motion blur strobelessly? Considered a 240Hz monitor + powerful GPU? Have you considered trying Samsung NU8000 series (or similar) low-lag interpolated game mode? Interpolation is not perfect and may still product motion sickness, but if your headaches is caused by motion blur, then it may improve things for you. Although it will only reduce 30ps motion blur by 75% and 60fps motion blur by 50% (from the "double-framerate-is-half-blur" rule).
Another left field surprise suggestion: Today, the Oculus Rift VR headset is an amazing option. The original Oculus Rift has a CRT-clarity OLED with zero stutter. As long as you stick to those "Comfortable"-Rated games (e.g. standing on a beach) rather than "Extreme"-Rated games (e.g. roller coaster), you will not barf in virtual reality. It's motion clarity nirvana and much more comfortable than LCD strobing, thanks to the utter impeccable framepacing that many VR games are doing. That said, the new rift uses a lower strobed Hz of 80Hz and may cause more eyestrain.
Remember, strobed eye comfort contains a lot of variables including:
* Global flash versus rolling scan
* Multi image artifacts (strobe crosstalk, or low frame rate)
* Getting framerate = Hz matching to avoid the jitters/microstuttering.
* Using VSYNC ON is more eye-friendly than VSYNC OFF (this parrot of esports is GOOD for winning but BAD for eyes)
* Color quality of strobed images (poor quality can create eyestrain)
* Refresh rate (the higher the Hz, the better....but harder to get framerate=Hz)
A well-optimized strobed system that doesn't sear the eyes, require thought in tuning your game.
But sometimes a lot easier is simply 240Hz GSYNC...and reduce motion blur strobelessly. It will go down to roughly 4ms MPRT (not quite the 1ms MPRT that strobing can achieve) but way better than 16.7ms MPRT of 60fps and 33ms MPRT of 120fps. (MPRT numbers being MPRT(100%) or full persistence).