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ULMB 120hz question -- ULMB Pulse Width!!!

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.

ULMB 120hz question -- ULMB Pulse Width!!!

Postby charliegomes » 26 Nov 2018, 11:23

Does the "pulse width" make much of a difference? I play games in pitch dark room with window completely covered with no sunlight bleeding. So I am able to go all the way down to around 25 or so without it affecting brightness too much.
Last edited by charliegomes on 27 Nov 2018, 14:20, edited 1 time in total.
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Re: ULMB 120hz question -- ULMB Pulse Width!!!

Postby RealNC » 26 Nov 2018, 11:37

It makes some difference. Not much, IMO. ULMB on/off is a huge difference, while pulse width low/high is a much smaller difference in comparison, so it doesn't stick out that much to me. Using a pulse width of 10 or so seems to have a bit less motion blur, but again, it doesn't seem that useful a reduction compared to ULMB off.
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Re: ULMB 120hz question -- ULMB Pulse Width!!!

Postby Chief Blur Buster » 26 Nov 2018, 16:46

charliegomes wrote:Does the "pulse width" make much of a difference? I play games in pitch dark room with window completely covered with no sunlight bleeding. So I am able to go all the way down to around 25 or so without it affecting brightness too much.

Yes. It's subtle but visible during fast motion.

Image

Reducing ULMB pulse width will make moving objects clearer during extremely fast motion.

Try the TestUFO Panning Map Test full screen at 3000 pixels/second while adjusting ULMB Pulse Width.

LightBoost 10% = 1ms persistence (MPRT)
LightBoost 50% = 1.5ms persistence (MPRT)
LightBoost 100% = 2ms persistence (MPRT)

ULMB Pulse Width behaves similarly. The "Blur Busters Law" states that 1ms of display persistence translates to 1 pixel of motion blur per 1000 pixels/second. That means 3000 pixels/second will have 3 pixels of motion blurring, so that's why ULMB 100% pulse width manages to make the text just barely too blurry to read.

Now, you decrease ULMB Pulse Width while watching the TestUFO Panning Map Test -- you definitely will see improvement to the readability of the street name labels!

To see this improvement in games, you will also need to make your games ultrasmooth. Where mouse movements are as smooth as keyboard strafe left/right. Otherwise, microstutters hides the advantages of lower ULMB Pulse Widths. To configure your mouse to ultrasmooth operation (recent sensor + 1000Hz poll + very good mousepad + clean mouse feet + relatively high DPI setting + low sensitivity in-game). See the "fixing amplified microstuttering" section of HOWTO: Using ULMB Beautifully or Competitively.

You must fix your microstutter weak links as much as possible, otherwise the ULMB Pulse Width improvements do not become very visible in games.

Chief Blur Buster wrote:Fixing Amplified Microstuttering Visibility From Blur Reduction

Blur reduction modes remove motion blur that normally hides lots of tiny microstutters. So turning on ULMB/DyAc/etc can amplify visibility of microstutter. You must compensate by making everything as super-smooth at everything else. Microstutters can also reduce the benefits of blur reduction, because all that shakiness/jittering re-blurs things again slightly.

Now with blur reduction (ULMB/DyAc/ELMB/etc) you have to compensate for all those jitteriness/tiny microstutters normally hidden by regular display motion blur.

First, fix your mouse microstutters
http://www.blurbusters.com/mouse-guide
.........Set Middle speed setting in "Set a pointer speed" in Control Panel
.........Set Reasonably high DPI in Mouse Vendor Software
.........Set Low Sensitivity in Game Menus
- You want mouse turn left/right to be as smooth as keyboard strafe left/right. If it's not, then fix your mouse microstutters first
- Improved mouse. Get a good eSports league mouse, set to 1000Hz
- Improve mousepad. Get an eSports league mousepad
- Clean mouse feet. Dirty mouse feet makes mouseturns much rougher
- You MUST keep Control Panel "Set a pointer speed" in exact middle notch.
- Set reasonably high DPI like 800 or 1600, highest native DPI your sensor is accurate at. (Avoid 3200 or 6400, they're often interpolated).
- Your mouse pointer may be fast in Windows, but it will be smoother in games and ULMB benefits become more visible.
- Install your mouse vendor software. This will ease things; many vendor software can automatically switch DPI everytime it detects launching configured executables (game executables or steam.exe etc)
If you raise DPI outside of the game, decrease in-game sensitivity (and vice versa). Strobing fluidity sometimes work work better with higher-DPI + low in-game sensitivity -- if you've got a very, very accurate high DPI mouse that stays accurate at high DPI with no acceleration. But this varies a lot between mouse to mouse, on how smooth they feel at low versus high DPI. Competitive players have their ardent favourite sensitivity ratio between DPI sensitivity and game sensitivity (These two are often adjusted in opposite directions to compensate for each other). Different players have settings different from each other. Your mileage will vary. But generally strobing fluidity tends to work better with accurate-high-DPI mice selection + usage of reasonably high DPI (set about 50% of max; since max is usually too inaccurate) + lowered in-game sensitivity to compensate for high DPI. For example, if your mouse is 6400dpi, try a 3200dpi setting (50% of max). Experiment with different ratios like 25% of max, 40% of max, and 50% of max, to see how fluidity changes during strobed turn left/right. Use mouse profiles so you have low DPI in Windows and high DPI in game, otherwise your mouse pointer is like a rocket in Windows when optimized for smooth strobed turns with low ingame mouse sensitivity settings

Next, fix your framerate microstutters
- If you play competitive at low lag, then overkill framerates far beyond refresh rate (e.g. 300fps+) can compensate a lot for microstuttering.
- Choosing a monitor with a higher-Hz ultra-low-lag strobe tech (e.g. some strobe tech has less lag, such as BenQ's XL2546 DyAc at 240Hz) can also help you achieve smoother strobing during VSYNC OFF at high frame rates.
- Alternatively, VSYNC ON does miracles in removing strobe microstutters if you don't mind a bit of lag.
As mentioned earlier, there are some low-lag VSYNC ON tricks available to compensate in part (there are multiple methods). Many people enjoy ULMB+VSYNC ON for solo gaming for ultra-smooth scrolling that is perfectly as smooth and sharp as TestUFO. In fact, some people reduce refresh rate slightly for graphics-heavy game to achieve the perfect framerate-refreshrate match, if perfect stutter-free motion clarity is a bigger priority -- because 100fps@100Hz ULMB is much smoother than 100fps@120Hz ULMB. However, this is not ideal for highly competitive ultra-high-framerate games.


Once you do this, ULMB Pulse Width improvements become much more visible in games.
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Re: ULMB 120hz question -- ULMB Pulse Width!!!

Postby mds83 » 26 Nov 2018, 20:07

I'm 12 and what is this?

viewtopic.php?f=4&t=3963
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Re: ULMB 120hz question -- ULMB Pulse Width!!!

Postby Chief Blur Buster » 26 Nov 2018, 22:55

mds83 wrote:I'm 12 and what is this?

viewtopic.php?f=4&t=3963

Hello, are you the same person as charliegomes?
I see it's an identical question posted many months ago!
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       To support Blur Busters:
       • Official List of Best Gaming Monitors
       • List of G-SYNC Monitors
       • List of FreeSync Monitors
       • List of Ultrawide Monitors
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Re: ULMB 120hz question -- ULMB Pulse Width!!!

Postby mds83 » 27 Nov 2018, 05:39

Nope, look at his post history. He just recreates old threads.
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Re: ULMB 120hz question -- ULMB Pulse Width!!!

Postby Chief Blur Buster » 27 Nov 2018, 15:40

mds83 wrote:Nope, look at his post history. He just recreates old threads.

Thanks for letting me know. I've now taken the appropriate administrative measures.
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       To support Blur Busters:
       • Official List of Best Gaming Monitors
       • List of G-SYNC Monitors
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