Artifactless AI-Based Interpolation
Re: Artifactless AI-Based Interpolation
Ironically, francisbaud is with 99% certainty a bot. Good thing spammers don't have access to GPT-3 levels of resources 
Steam • GitHub • Stack Overflow
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
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francisbaud
- Posts: 5
- Joined: 22 Mar 2021, 09:48
Re: Artifactless AI-Based Interpolation
A good chinese room implementation could have produced that reply
Steam • GitHub • Stack Overflow
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
The views and opinions expressed in my posts are my own and do not necessarily reflect the official policy or position of Blur Busters.
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RedGreenBlue
- Posts: 3
- Joined: 17 Jul 2025, 18:00
Re: Artifactless AI-Based Interpolation
Hi, I am a long time lurker. I feel your vision of 1000Hz displays is amazing.Chief Blur Buster wrote: ↑18 Jan 2021, 20:39120fps video can be frame-rate amplified for future 1000Hz displays, as a method of strobeless blur reduction.
At 4k we are still bandwith limited with DP2.1 but what if the monitor
had Frame Generation inside it?
The current implementation on the GPU doesnt help with Bandwith limitation
howver moving it inside the monitor around 500 to 1000hz would be in reach at
almost the same bandwith. 2000HZ motoin clarity if combined with Black Frame Insertion.
Would love to hear your thoughts on this.
- Chief Blur Buster
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Re: Artifactless AI-Based Interpolation
I cover this potential concept in some of my old articles, www.blurbusters.com/1000hz-journey and www.blurbusters.com/framegenRedGreenBlue wrote: ↑28 Jul 2025, 04:36At 4k we are still bandwith limited with DP2.1 but what if the monitor
had Frame Generation inside it?
We sort of have sort of a precedent already with PCVR streaming to Meta Quest headsets:
1. Computer generates VR graphics & streams to headset over WiFi
2. Meta Quest uses built-in time warping (3dof reprojection) to keep framerate=Hz head turns even if VR framerate drops or if WiFi dropouts occur.
Not quite the same thing, but it's sort of a co-GPU workflow, or a display-side GPU workflow.
RedGreenBlue wrote: ↑28 Jul 2025, 04:362000HZ motoin clarity if combined with Black Frame Insertion.
Black frame insertion is not necessary if you can get motion clarity WITHOUT black frame insertion.
In fact, our 480fps 480Hz (2.09ms frametimes) OLEDs produce less motion blur WITHOUT black frames / WITHOUT strobing, than yesterday's 120Hz LightBoost monitors (2.4ms strobing). Blur is frame visibility time, so if your unstrobed frametimes fall below the strobed pulsewidths, you can have less motion blur without strobing, than a strobed monitor! Did you know that?
For eye tracking display motion (e.g. panning scenery)
Motion blur = pulsetime on strobed
Motion blur = frametime on unstrobed
More information, see www.blurbusters.com/120vs480
Real life does not flicker/strobe. Black frames are simply a band-aid only because we don't have enough frame rate or refresh rate to kill display motion blur without it.
For more display science of ours, see www.blurbusters.com/area51
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