RealNC wrote:Chief Blur Buster wrote:Emulator platformers.... Don't forget to do the ULMB 60 Hz Hack!
These are modern PC games, not emulators. Haven't checked all of them, but I believe they're not 60FPS-locked.
Great Giana Sisters is available outside of an emulator? Where? Lemme download!
True, you DO NOT need the ULMB 60Hz hack for modern 120fps@120Hz platformers.
RealNC wrote:Anyway, once you get past 90-ish FPS, most of the blur goes away. At 120FPS, there's only little blur left.
Not for fast scrolling platformers like some of the mentioned -- especially Sonic Hedgehog speeds is a totally blurry mess at 120Hz, 144Hz and 165Hz, on TN. (And even worse for IPS). Yes, it's 50% less blurry than 60Hz.
Some of us have more "tracky eyes" than you do, RealNC....
rasseru wrote:Is it exactly the same as old CRT flicker?
When you do 60Hz single-strobe, then yes:
Fairly close, actually slightly worse flicker, because:
(A) It's a full screen all-at-once flicker rather than a top-to-bottom scanned flicker
(B) You're sitting really close to 27" monitors. We never put 27" CRT monitors on our desks.
The closest was the Sony GDM-FW900, but it had an effective 22" size.
Solutions include:
(A) Play emulator games that don't use bright solid whites, or
(B) Adjust brightness for extremely bright games
(C) Sit slightly further back (e.g. 2.5 or 3 feet away instead of 2 feet)
(D) Adjust room lighting.
(E) Acclimate. Play in small bits at a time to get used to it again.
Then I'm even comfortable with 60Hz ULMB flicker.
I went from "
owie, that's bad flicker" to "
oh, I don't notice the 60Hz flicker" with some adjustments like that.
ULMB 60 Hz hack looks somewhat better than the BFI tweak, because of how software BFI interacts with 6-bit FRC and creates amplified inversion artifacts (checkerboard-patterning in solid backgrounds).
That said, for 120Hz-compatible platformers, skip this ULMB hack, and do full original 120Hz ULMB. 120fps@120Hz is much better, like a 120Hz CRT.
EMULATOR LAG NOTE: Also, keep an eye on Blur Buster's lag-reducing contributions (advanced developer article: real time beam racing to synchronize emulator raster to the real-world raster) that will arrive to a few emulators -- WinUAE Amiga emulator lag has reduced from ~20-40ms to less than 5ms -- and there's an very experimental (code patch) GroovyMAME modification for real time beam racing. This will (over the next two years) probably eventually help platformer lag as emulator authors decide to adopt the lag-reducing technique we've come up with. Blur Busters is working on a few different input lag-related projects concurrently.