BFI wrote: ↑23 Nov 2021, 19:02
Another quick question for Mark: have you ever approached ViewSonic about adding BFI to their PX701? If it had a low, medium and high option I'd order one straight away!
Not currently.
BFI wrote: ↑23 Nov 2021, 19:02
I think I'm asking for the impossible: an impulse-like display I can still buy new. Or maybe there's a used plasma I can look out for? I only need 1080p at 60Hz in SDR, and the BenQ TK700STi might be ideal for me if it had some very mild BFI to make your street map readable at 60Hz.
Are you aware of these existing large-format impulsed displays with low persistence? Some which supports consoles.
Optoma UHD50X 240Hz DLP projector: 4.2ms persistence (at 240fps)
You don't need BFI to get 4.2ms persistence, you simply need to run 240fps 240Hz for strobeless blur reduction, with 1/4th the motion blur of 60Hz. That does require a powerful GPU and you can't run console games at 4.2ms persistence non-strobed (since consoles only go up to 120Hz = 1/120sec persistence = 8.3ms)
LG CX OLED Televisions From 48 Inches to 75 Inches: 4.2ms persistence
These supports consoles too! They can do 4K 60Hz (12.9ms persistence and 4.2ms persistence options) and 4K 120Hz BFI (4.2ms persistence). For the best large-format impulsed display I recommend the LG CX OLED. These specific OLEDs have a black frame insertion feature that reduces motion blur by 75% -- they have only 4.2ms frame persistence for both 60Hz and 120Hz content at the maximum BFI settings. The C9 and C1 OLEDs cannot do this.
Oculus Quest 2 VR Headset and Valve Index VR Headset: 0.3ms persistence!!
This is more PC only, but so superlative that this must be mentioned here. The other option is an Oculus Quest 2 VR headset --
er, Meta Quest 2, but I have a fondness of "Oculus"... -- as it is one of the best impulsed LCDs I have ever seen in my lifetime, with less motion blur than a CRT tube! You can load BigScreen app, which puts an IMAX screen right in front of you, you even can look down and see VR cupholders, and then be staring into an impulsed display that's more than 10 feet in diagonal (in a Holodeck like space). I give a total standing ovation at one of the most perfect zero-blur LCD ever invented, the Valve Index VR LCD, and the Oculus Quest 2 VR LCD.
The Quest 2 is higher resolution which makes it much higher quality for streaming a 1080p computer desktop screen within a 4K virtual computer-room environment (Holodeck style rendering of a computer room or a home theater room in the "Virtual Desktop" app).
I realize if you want this LCD, you must accept the Facebook ball-and-chain attached to your leg, and pull it along with its privacy considerations. But, John Carmack did a superlative job with a perfect 256x256 GtG100% heatmap, something I almost never see on any LCDs, for perfect zero crosstalk -- Quest 2 has none, zero, nada, zilch, and achieves
true real world 0.3ms MPRT persistence with zero crosstalk and zero duplicate images, top/center/bottom is perfect when viewing
www.testufo.com/crosstalk in the in-VR Chromium-compatible Oculus web browser.
With some refresh rate overrides found in some apps or via SideQuest -- you can run Android apps, or movies, or non-VR PC games (on a virtual monitor), or Remote Desktop at 60Hz, 72Hz, 80Hz, 90Hz or 120Hz to play your 2D and 3D (NVIDIA 3D Vision, but better, via VorpX) games on a large virtual computer monitor that's more gigantic than your real computer monitor. Streaming PC to VR does add a bit latency, but usually less lag than the average latency of an average TV set, anyway, and the average latency of a DLP projector...
It is also much more eye-friendly than Real3D and Disney3D too (gimmick glasses). Just stick to "Comfortable" rated VR content, and stay away from the VR roller coaster apps, and you'll find it amazingly friendly low persistence that's better than everything you've seen recently. Want a 100 inch 90Hz or 120Hz CRT tube in front of you, less blur than a CRT? You got it with the Quest 2 LCD.
Now, some people I know got the Quest 2 as a stand-in for a 60Hz CRT tube, you do need to download SideQuest, and force-configure 60Hz. You can even sideload Android apps onto Quest 2 -- Android apps show up as a floating virtual 100 inch screen in mid-air.
Being 6dof, you can tilt your head, look under, look behind screen, even stare under the virtual computer desk of your virtual desktop running Windows Desktop (being streamed from your PC to the 3D world within the Quest 2 LCD, and texturemapped onto the virtual monitor at full framerate).
Many VR newbies avoid VR because they think they will get dizzy, or they ran a very bad VR headset with a very bad app. The Quest 2 is highly refined next-generation stuff. It's simply app selection. Moving and tilting your head behaves 1:1 symmetric with real life, so you don't get the dizzying vertigo problem of fake 3D systems that are not modern 6dof VR. You don't have to play VR games to enjoy a VR headset's capabilities. You can always use VR headsets only with those Remote Desktop apps, movie-watching apps, and virtual teleprescence (e.g. sitting on a seat on a virtual beach, or flying a kite, or such) -- those generally never make people dizzy like a VR rollercoaster app you might've seen at a VR arcade.
BFI wrote: ↑23 Nov 2021, 19:02
Maybe there's a 32" monitor or a laser projector. And if you reply again, do you think I'd be any happier with the XG270 over my XL2720, given my dislike of BFI flicker at 60Hz? Even if I bought a nice 240Hz TK700STi and a powerful PC, the games I play are typically locked to 60fps anyway.
If you want zero blur at 60Hz without double images, you have to tolerate 60Hz flicker.
- Don't use 60Hz with bright Windows desktop
- Use 60Hz BFI only for motion content (not static content), where motion blur sometimes create more eyestrain (for some) than flicker
- Reduce brightness when doing 60Hz BFI
- Increase viewing distance when doing 60Hz BFI
With proper 60Hz BFI hygeine, it's not as terrible when you're needing to motion-blur-reduce retro content.
However, if you can increase frame rate to 120fps 120Hz, that is even better.
You do desire framerate=Hz for the most perfect possible low-persistence operation without double image effects.
So you are SOL for flicker-free 60Hz low persistence.
Because
persistence = frametime on sample-and-hold displays.
60fps = 1/60sec = 16.7ms persistence without BFI (even at 120Hz and 240Hz too)
120fps = 1/120sec = 8.3ms persistence without BFI (even at 240Hz too)
240fps = 1/240sec = 4.2s persistence without BFI
Fast-GtG displays will generally appear to linearly follow persistence=frametime behavior of Blur Busters Law (
www.blurbusters.com/1000hz-journey ...) so getting a good 120Hz DLP will automatically give you 8.3ms persistence without BFI for 120fps content. The rule of thumb is frametime generally dictates motion blur on a sample-and-hold display (ignoring stutter effects of framerate/refreshrate non-divisible mismatch on non-VRR displays).
It's a law of physics like speed of light, so you're SOL for 60Hz content.
Strobed: You gotta tolerate 60Hz flicker
Nonstrobed: You gotta tolerate 16.7ms of blurring
Future displays may be able to emulate phosphor fade (e.g. 1000Hz displays using 16 refresh cycles to simulate phosphor fade effects per 60Hz refresh cycles), to soften 60Hz flicker, so there will be some goldilocks compromises coming in the future, but for now, it's beyond the scope of displays on the market at the moment.