Blur Busters Forums

Who you gonna call? The Blur Busters! For Everything Better Than 60Hz™ Skip to content

HOWTO: Using ULMB Beautifully or Competitively

Ask about motion blur reduction in gaming monitors. Includes ULMB (Ultra Low Motion Blur), NVIDIA LightBoost, ASUS ELMB, BenQ/Zowie DyAc, Turbo240, ToastyX Strobelight, etc.

HOWTO: Using ULMB Beautifully or Competitively

Postby Chief Blur Buster » 06 Sep 2017, 18:24

Properly Using ULMB Beautifully or Competitively

1. Fix ULMB Double Image Effects

Double image effects always happens when running at frameates at half the strobe rate.
For amazing ULMB, you need framerate == refreahrate == stroberate

30fps@60Hz CRT is double images
60fps@120Hz ULMB/LightBoost is double images

20fps@60Hz CRT is triple images
40fps@120Hz ULMB/LightBoost is triple images

Number of images = (strobe rate / frame rate)

Note: You might have some minor strobe crosstalk (much fainter 2nd image), but that is normal. However, double-images from half-framerate situations are much worse than strobe crosstalk.
Note2: If you are using a BenQ/Zowie monitor, use the Blur Busters Strobe Utility

2. Fix The Amplified Microstutter Effect of ULMB

Also, ULMB amplifies viaibility of microstutters (no motion blur to obscure microstutter). A single frame drop is blatantly visible even at 143fps@144Hz. Also, VSYNC OFF massively amplifies microstuttering/jittering in strobe modes. So please fix your mouse micro stutters (better 1000Hz mouse, better mouse pad), upgrade GPU, and lower strobe rate. 85fps@85Hz or 100fps@100Hz VSYNC ON strobing (+ low lag VSYNC ON tricks) can look visually much better than 110-130fps VSYNC OFF strobing at 120Hz.

Even mouse microstutter is very massively amplified in strobed modes (I do not believe the mouse manufacturers falsely saying 2000Hz true-report-rates are unnecessary. For ULMB, we NEED better mice that can turn left/right as smoothly as a keyboard strafe left/right. 2000Hz true report rates *is* important for framerate-stroberate-locked high-Hz ULMB motion). For now, get the best and smoothest 1000Hz mice you can get.

3. Get 100% Stutterless ULMB: stroberate = refreshrate = framerate

Perfect frame rate lock to strobe rate is the magic recipie for butter-smooth stutterless strobing.
Arcade-perfect Nintendo-perfect TestUFO-perfect CRT-like panning motions in games with ULMB requiess the triple lock of stroberate == refreahrate == framerate

Thusly; to reduce ULMB microstuttering:
  • Increase GPU if needed
  • Adjust detail, turn off AA temporarily
  • Use lower refresh rate to get the easier triple lock (framerate, refreshrate, stroberate match)
  • Use VSYNC ON
  • Use low-lag tricks for VSYNC ON (Set your RTSS framerate cap 0.01Hz below benchmark)
  • Use overkill frame rates if you must use unsynchronized frame rates
Overkill Framerates can compensate for ULMB microstuttery/jittery effect, too
If you really, really do not want to do VSYNC ON (even the low-lag versions), then sufficient overkill frame rate (things like 300fps) can compensate for microstuttering during Fast Sync or VSYNC OFF for competitive ULMB gameplay. You will not get perfect motion fluidity but the more overkill you can get, the better ULMB becomes in non-locked situations.

4. Fix Poor Brightness

Old LightBoost was dim. Recent ULMB (and DyAc) monitors are much brighter, especially 144Hz ULMB on 240Hz eSports monitors. A quite decent colorful 300 nits in ULMB mode! And lower lag than 120Hz LightBoost.

If you're still stuck with very dim LightBoost, upgrade to a recent monitor with bright strobing. All the newer strobe-capable 240Hz monitors currently have very bright 144Hz strobing.

5. When to know ULMB is Right Tool for Right Job

Know when to use ULMB competitively properly.
- ULMB can improve human reaction time during tracking camoflaged moving objects in certain games (ULMB does not help in fixed gaze situations, as demonstrated by TestUFO eye tracking pattern), so ULMB helps certain games and gameplay tactics that forces eye movement, where the human reaction time improvements outweighs the slight ULMB lag.

ULMB doesn't help:
- Fixed gaze at crosshairs. You are immune to display-induced motion blur during fixed-gaze situations. ULMB only helps when your eyeballs are in motion, tracking moving objects. Many (not all) eSports CS:GO players keep a fixed gaze at crosshairs, using only peripheral vision to see enemies outside crosshairs. Mouse-turning/strafing to bring them into crosshairs, never moving eyes away from crosshairs. Absolute lag is more important than ULMB for gaze-only-at-crosshairs tactics.

ULMB can help competitively with better eye tracking for:
- High speed low altitude helicoptor flybys over camoflaged enemies
- Ball in Rocket League (especially if ball is dark/camoflaged)
- Analyzing panning scenery (e.g. full framerate super-hectic RTS)
- Fast scrolling Sonic Hedgehog style platformers

Know which gameplay tactics allow ULMB to have reaction time advantages
In these, human-react advantage of ULMB can end up outweighing strobe lag. The trick is to optimize to minimum strobe lag (maximize reaction time advantage of ULMB -- ULMB lag can be reduced down to as little 2-3ms average screen-center lag for 144Hz-240Hz strobe). And fix the ULMB jitteriness/microstutter (upgrade mouse, upgrade GPU, do appropriate tweaks, and do the triple lock where possible!) Then "arcade-CRT-clear perfect motion fluidity" can beckon to a competitive advantage.

List of Monitors Supporting ULMB

The list of all ULMB/DyAc/strobed monitors is found at Official List of Best Gaming Monitors. If you want the brightest least-lag strobing for competitive advantages, many strobe-capable 240Hz monitors often provides a decently bright ~300 nits during strobed mode with extremely little strobe-related lag. Remember, you can turn on/off ULMB very easily via monitor menus.
Head of Blur Busters - | | Follow @BlurBusters on Twitter!
User avatar
Chief Blur Buster
Site Admin
Posts: 3666
Joined: 05 Dec 2013, 15:44

Re: HOWTO: Using ULMB Beautifully or Competitively

Postby Chief Blur Buster » 06 Sep 2017, 18:35

Example of Certain Competitive Advantages of ULMB

The animations at and are your friends in helping you understand display motion blur issues better. Motion blur disappears if you stop tracking eyes.

Turn off ULMB/LightBoost and look at this animation (on a regular LCD):

(you can run this in full screen mode too, if you wish)

1. Stare at the stationary UFO. You see vertical lines clearly, but stars are hard to see.
You're immune to display motion blur. ULMB won't help competitively.
Example: Always staring only at crosshairs in CS:GO or Quake type games

2. Eye-track the moving UFO. Vertical lines disappear due to motion blur, but you see stars better.
You're at mercy of display motion blur. ULMB can help competitively.
Example: Camoflaged enemies in high-speed low-altitiude helicoptor flyby. The ball in Rocket League. Scrolling platformers. Etc

3. Turn on ULMB (or view on a CRT) and eye-track the moving UFO.
Now you easily see both the vertical lines and the stars at the same time!

As observed, there are different competitive advantages, depending on your game eye-tracking habits & tactics. Is stars your figurative enemy? Or are the vertical lines the figurative enemy? Or both are enemies you need to see at the same time? In certain types of games, it could be both. To see both vertical lines and stars (line gaps) simultaneously, ULMB gives you that competitive advantage.

Other Considerations

Absolute minimum lag sometimes more important for fixed-gaze gameplay tactics
ULMB won't help you for gaze-only-at-crosshairs (absolute minimum lag is more important). But it can help you catch that camouflaged moving object, to the point where faster human reaction time compensates for the input lag of strobing. This animation is a clear demonstration. There are many games with tons of motion (and few screen-stationary elements, no crosshairs, etc) where ULMB/DyAc can help competitively more than usual. Some monitors, like the BenQ XL2546, have strobing (DyAc) on by default, since they've reduced strobe lag to extremely low levels.

ULMB/strobing and lag for eSports
In the past, many players used CRT gaming tactics (tracking eyes while turning in FPS shooter games). However, many modern eSports players moved away from that. For example, many adopt "gaze-at-crosshairs-only, use only peripheral-vision" to catch enemies, and flick-turn them to the crosshairs (to score) without moving eyes away from the crosshairs. This technique of fixed-gaze-only-at-crosshairs makes you practically immune to LCD motion blur. As a result, ULMB does not help. ULMB brings CRT-clarity LCDs back again, and is currently bringing back certain gameplay tactics formerly common in the CRT era. Everybody plays differently, so everybody benefits very differently from ULMB in different games. The key to understanding how to use ULMB competitively is knowing how to wield the "ULMB sword" correctly, bright and stutterless ULMB, with the right game/gameplay/tactics.

The Right Tool for the Right Job: You can easily turn ULMB ON/OFF
Even with the strobe lag penalty, strobing can be a suitable competitive advantage if used properly for the right game & specific gameplay tactics. You should use ULMB to reduce human lag (in a way that exceeds the very, very tiny ULMB-technology lag on newer ULMB monitors). All ULMB monitors lets you turn ULMB ON/OFF.

It's a great competitive tool to have in a toolbox, once you know how to use the tool correctly: Using it for specific games that demand gameplay tactics that ULMB benefits. Situations where human reaction time savings consistently exceed the tiny strobe lag. And knowing how to get the game to co-operate well with ULMB/strobing.
Head of Blur Busters - | | Follow @BlurBusters on Twitter!
User avatar
Chief Blur Buster
Site Admin
Posts: 3666
Joined: 05 Dec 2013, 15:44

Return to Eliminating Motion Blur — LightBoost / ULMB / ELMB / DyAc

Who is online

Users browsing this forum: mello and 2 guests