Motion Blur From Display Persistence: 60Hz/120Hz/Strobed/etc

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Chief Blur Buster
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Motion Blur From Display Persistence: 60Hz/120Hz/Strobed/etc

Post by Chief Blur Buster » 27 Mar 2014, 16:43

Here's a new diagram comparing persistence of different displays:
(IMPORTANT: Persistence is different from GtG/transitions)

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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%
Head of Blur Busters - BlurBusters.com | TestUFO.com | Follow @BlurBusters on Twitter

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Samhain
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Re: Motion Blur From Display Persistence: 60Hz/120Hz/Strobed

Post by Samhain » 28 Mar 2014, 20:25

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.

Samhain
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Joined: 17 Dec 2013, 16:11

Re: Motion Blur From Display Persistence: 60Hz/120Hz/Strobed

Post by Samhain » 28 Mar 2014, 20:26

You could probably ignore the 16ms category.. ;)

Arbaal
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Re: Motion Blur From Display Persistence: 60Hz/120Hz/Strobed

Post by Arbaal » 31 Mar 2014, 08:04

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

Post by Chief Blur Buster » 31 Mar 2014, 08:31

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?
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.

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

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  2. Please report rule violations If you see a post that violates forum rules, then report the post.
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