Here's a new diagram comparing persistence of different displays:
(IMPORTANT: Persistence is different from GtG/transitions)
Good Educational Persistence Animations
Persistence relating to frame rates (30fps has double persistence as 60fps) -- http://www.testufo.com
Good animation demo of motion blur from persistence -- http://www.testufo.com/eyetracking
Good animation demo of black period to lower persistence -- http://www.testufo.com/blackframes
There are also actual pursuit camera photographs, consistent with the above results:
- Photos: 60Hz vs 120Hz vs LightBoost
- Photos: LightBoost 10% vs 50% vs 100%
Motion Blur From Display Persistence: 60Hz/120Hz/Strobed/etc
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Motion Blur From Display Persistence: 60Hz/120Hz/Strobed/etc
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Re: Motion Blur From Display Persistence: 60Hz/120Hz/Strobed
This is awesome. Would be nice to start a list of displays and put them in each category. Have this list linked at the top of your landing page.
Re: Motion Blur From Display Persistence: 60Hz/120Hz/Strobed
You could probably ignore the 16ms category..
Re: Motion Blur From Display Persistence: 60Hz/120Hz/Strobed
Just thinking: Since the blur is depending on the "pixel/second motion", shouldn't the motion blur effect much more pronounced on a Oculus DK2 screen, since you look at much less pixel with the attached lenses?
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Re: Motion Blur From Display Persistence: 60Hz/120Hz/Strobed
Yep. Motion blur is much more pronounced on VR screens because of wider FOV, more frequent panning (head turns), and faster panning speeds. The pixels are much bigger relative to a monitor, at least until we wear 4K VR.Arbaal wrote:Just thinking: Since the blur is depending on the "pixel/second motion", shouldn't the motion blur effect much more pronounced on a Oculus DK2 screen, since you look at much less pixel with the attached lenses?
However, the motion blur law maintains itself -- 1 ms persistence = 1 pixel of motion blur at 1000 pixels/sec (during framerate == refreshrate motion).
Things that makes motion blur easier to see:
- Bigger displays
- Bigger FOV
- Closer viewing distances
- Faster panning speeds
- Sharper graphics (VGA -> 1080p -> 4K); more pixels pans past during a specific angular pan speed.
Head of Blur Busters - BlurBusters.com | TestUFO.com | Follow @BlurBusters on Twitter
Forum Rules wrote: 1. Rule #1: Be Nice. This is published forum rule #1. Even To Newbies & People You Disagree With!
2. Please report rule violations If you see a post that violates forum rules, then report the post.
3. ALWAYS respect indie testers here. See how indies are bootstrapping Blur Busters research!