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Re: Pre-rendered frames etc. (continued from G-Sync 101 arti

PostPosted: 03 Feb 2019, 15:47
by MatrixQW
jorimt wrote:But then they'd have to publicly acknowledge an FPS limiter is required to stay inside the G-SYNC range at all times, and that the V-SYNC option works differently within the G-SYNC range.

The first part is obvious, anyone even without knowledge can understand it. So NVIDIA would be doing themselfs a favor.
The second part is complicated. They should make it clear to avoid negative comments pointing G-Sync doesn't work.

Re: Pre-rendered frames etc. (continued from G-Sync 101 arti

PostPosted: 25 Mar 2019, 15:14
by pegnose
Chief Blur Buster wrote:<Blur Busters Technology Pandora Box>

[...]

</Blur Busters Technology Pandora Box>



Sir Chief Blur Buster, I have to deeply apologize for having you write down such a detailed and profound reply and to not read it for such a long time! My new job demands a lot of me and I had to cut down on most extra-curricular activities for a while. I want to quickly state that I read your post completely and it made me understand why dynamic overdrive is inevitable for VRR. I have done high-speed recordings of LCDs during my PhD and am familiar with pixel response times. But I never made it clear to myself that average pixel color will change in both cases, if you increase as well as decrease frame intervals - as a constant average color always has to be computed over the same amount of pixel state in (your) three 33%-stages. I got that now, thanks a lot!

Re: Pre-rendered frames etc. (continued from G-Sync 101 arti

PostPosted: 27 May 2019, 16:04
by Stitch7
Correct me if I'm wrong but if I get asjed I always say try 0 if it stutters set to 1

Re: Pre-rendered frames etc. (continued from G-Sync 101 arti

PostPosted: 27 May 2019, 16:10
by RealNC
Stitch7 wrote:Correct me if I'm wrong but if I get asjed I always say try 0 if it stutters set to 1

There is no 0. It's 1 and up.

Re: Pre-rendered frames etc. (continued from G-Sync 101 arti

PostPosted: 27 May 2019, 19:10
by Chief Blur Buster
pegnose wrote:Sir Chief Blur Buster, I have to deeply apologize for having you write down such a detailed and profound reply and to not read it for such a long time! My new job demands a lot of me and I had to cut down on most extra-curricular activities for a while.

No worries. This is Blur Busters.

My posts are designed to educate hundreds of readers, so many people were enlightened before you were; so my replies are usually useful even if you don't come back often. Being the display mythbusters (I've been mic-dropping the 30fps-vs-60fps debate since 1993), I like to dive into these subjects for readers.

Even as I am under increasing pressure to ELI5 (simplify Blur Busters articles) because of the boom of less-experienced readers -- Blur Busters continues to dive into these advanced topics more often than the average mainstream site.

So my longer replies is also intended to be read by a wider "Popular Science" audience rather than a narrow "Scientific Journal" audience. So maybe my reply was longer than you need, but others still find it educational.

You've probably seen a lot of Blur Busters articles over the years, where we straddle the comfortable middle -- between a mainstream website -- and a scientific journal. Like the new GtG versus MPRT: Pixel Response FAQ.

Now that I know you tested LCDs with your PhD -- you probably by now we're the website that talks about motion blur reduction backlights -- the art of hiding the GtG elephant into the drinking-straw-sized VBI -- to successfully hide GtG from human eyes in the dark period between strobe flashes. Over the years, this has been increasingly successfully achieved on certain panels. Such as in the Valve Index LCD-based VR headset which has only 0.3ms MPRT(100%) of motion blur and no human-visible GtG, making it less motion blur (on average) than many medium-persistence CRT tubes such as the Sony FW900 / GDM-W900 CRT tube which takes more than 0.3ms for its phosphor to decay! Alas even as we root for OLED to take the crown, it's still easier to get sub-1ms MPRT clarity from LCD than OLED because of the Talbot-Plateau Law (flash briefer more brightly is easier with backlights/edgelights at the moment), amongst other factors.

Re: Pre-rendered frames etc. (continued from G-Sync 101 arti

PostPosted: 31 May 2019, 09:21
by pegnose
Thanks for your clarification! Although more time consuming to digest, I always prefer the long answers. :)

Interesting what you say about low-persistence screens in VR HMDs. I first heard of this with OLED, and at first it surprised me to see that many newer headsets come out with LCDs. But I suppose they are not only cheaper, but often have a better "pixel fill" due to not using pentile. And if the effective image persistence is even lower, I gladly get used to the slightly reduced black level and contrast values.