Pixel blur is determined by persistence and pixel speed.masneb wrote: ↑18 Jan 2024, 00:44If you actually look at 960 and put it into context of real world games, you actually realize how 'slow' it is. Even in games like CS or Valorant we all experience fast action when you do a flick or a 90d flick to something new that pops up.
...not sure what this means or how such would apply in lieu of real life testing. You can't just speed up the image on your end to test it better.
For a 60hz display @ 1000px/s (~16ms persistence):
1000 pixels/second at 16ms persistence = 16 pixels of motion blur
For a 120 display @ 1000 px/s (~8ms persistence):
1000 pixels/second at 8ms persistence = 8 pixels of motion blur
For a 120 display @ 2000 px/s (~8ms persistence):
2000 pixels/second at 8ms persistence = 16 pixels of motion blur
You claim that your twitch shooter games usually average around 2000 pixels/second, so that's easy, you just double the pixel blur of the "default" 960px/s (rounded up to 1000) and you'll get the pixel motion blur you want.
What it means in practice is that your games double pixel blur, from the default 1000 pixels/second. No one needs to change their methodology just because 480hz displays are becoming common. Not to mention that changing it would ruin every other test done before it and lead to more confusion.