Just re-looked at the PM; I get too many messages so PMs are mainly for forum emergencies and alerting me of forum problems. I prefer people post publicly in the forums to get an answer, because I can teach 100 people with 1 reply. This is why I vastly prefer to reply publicly than to reply to PMs.RonsonPL wrote: ↑06 Nov 2020, 21:12PS. Chief. The PM I sent you. I would've appreciated a response even if the answer is no. Meanwhile first 120fps games are being tested on consoles and sadly I see "up to 120Hz" popping up, which scares me, as I want to use strobed mode for all my gaming and strobed + sync is not yet a viable option for me. 100-110fps would be basically useless in my eyes. We need the game devs to be aware single strobed gaming is a thing so they don't spoil the glorious 120Hz mode with "up to" or lack of motion blur toggle options.
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Yes, we need to improve the situation.
My approach to developers is "Hz futureproofing", HOWTO: Please Future Proof your Game Engine (Even if stuck on 60Hz Monitor), like what I did in helping the Cloudpunk developer Unity Developers: Easy G-SYNC & FreeSync Support in only 3 lines of programming code. As long as a developer works hard to follow this stuff, the game automatically becomes more strobe-compatible while being universal (strobe compatible, VSYNC ON compatible, VSYNC OFF compatible, any-Hz compatible, etc).
I tend to prefer strobeless blur reduction over strobed blur reduction (Method #2 of the CRT Nirvana Guide for Dissapointed CRT-to-LCD Upgraders. 1000fps@1000Hz looks more beautiful than ULMB, and just as blurless. Which is why I would like to help the industry closer to that dream. That said, it is a big problem that strobing is not well utilized by many games and developers.
BTW, some of these forum threads may become Blur Busters articles. A lot of mainstream Blur Busters articles are often incubated from some famous forum threads.