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.
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.