John Carmack is definitely a Blur Buster

Talk about NVIDIA G-SYNC, a variable refresh rate (VRR) technology. G-SYNC eliminates stutters, tearing, and reduces input lag. List of G-SYNC Monitors.
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Cooknn
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John Carmack is definitely a Blur Buster

Post by Cooknn » 19 Aug 2014, 16:35

I read that the Oculus Rift is going to use Low Persistence to strobe the frames on and off which should work well to eliminate motion blur for the majority of games. I'm just a little concerned about how well it will work with a racing game. My understanding is that G-SYNC is better for variable frame rates (eliminate stutters/tearing, more blur) where as strobe is better for constant max frame rates (e.g. 120fps @ 120Hz, eliminates blur). I found a thread on Twitter by John Carmack from last year where he spoke for 6 hours at the nVidia G-SYNC announcement https://twitter.com/ID_AA_Carmack/statu ... 7605625856. I asked him why Oculus opted for Low Persistence instead of G-SYNC. His response:

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So, I guess I won't hold out hope for a G-SYNC Rift. Will probably get on board with Commercial Version One and hope for the best with my racing games ;)
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PoWn3d_0704
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Re: John Carmack is definitely a Blur Buster

Post by PoWn3d_0704 » 19 Aug 2014, 18:54

Its a good point. What is more important? Refresh rate or image blur?

I guess both would be amazing. But I think a crisper image is really important for a screen that close to your face.
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RealNC
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Re: John Carmack is definitely a Blur Buster

Post by RealNC » 20 Aug 2014, 00:34

PoWn3d_0704 wrote:I guess both would be amazing. But I think a crisper image is really important for a screen that close to your face.
Especially since the FOV on that thing isn't that great. You feel like you're scuba diving. Blurriness is bound to make you sick at some point.
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flood
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Re: John Carmack is definitely a Blur Buster

Post by flood » 20 Aug 2014, 02:54

http://en.wikipedia.org/wiki/Vestibulo- ... lex_system

we're incredibly good at that.
with VR, basically there is persistence-related motion blur whenever one's head moves but eyes remain focused on an object. so it is crucial to keep persistence as low as possible. otherwise everything will be a blurry mess whenever you move your head.

gsync/variable refresh rate is most helpful in medium framerate situations. and I'm not sure how pleasant medium framerate would be in VR. I think for VR, I'd only use applications which can consistently keep framerate above the max refresh rate (which is where gsync is no help).

Cooknn
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Re: John Carmack is definitely a Blur Buster

Post by Cooknn » 20 Aug 2014, 05:42

flood wrote:http://en.wikipedia.org/wiki/Vestibulo- ... lex_system

we're incredibly good at that.
with VR, basically there is persistence-related motion blur whenever one's head moves but eyes remain focused on an object. so it is crucial to keep persistence as low as possible. otherwise everything will be a blurry mess whenever you move your head.

gsync/variable refresh rate is most helpful in medium framerate situations. and I'm not sure how pleasant medium framerate would be in VR. I think for VR, I'd only use applications which can consistently keep framerate above the max refresh rate (which is where gsync is no help).
I plan on adding a second 780 Ti at some point in the near future. Probably when Project Cars hits the streets. I tried an "open box" deal on Newegg last week and it was a major fail. Will wait until the prices come down on a new one, I guess. Anyways, that should be more than enough to keep my frame rate maxed at whatever refresh rate the Rift ends up having in CV1.
Intel Core i7-4790K @ 4.7Ghz • 2 * ASUS GeForce GTX 780 Ti DirectCU II • Asus VG248QE Monitor w/ G-SYNC • Corsair Obsidian 450D Case • Asus Sabertooth Z97 Mark 2 Mobo • Corsair H100i CPU Cooler • 16GB Corsair Vengeance Pro SDRAM • Windows 8.1 64-bit

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Re: John Carmack is definitely a Blur Buster

Post by Chief Blur Buster » 21 Aug 2014, 07:33

Cool!

FYI, Blur Busters started originally because of a tweet reply from John Carmack:
http://www.blurbusters.com/arduino-scan ... is-viable/
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