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Is there a known limit to the reaction time of saccades to capture a moving object?

Posted: 07 Jan 2024, 10:43
by Candyman06
Hello, I'm new here and I was curious. Is there any limit to how long it takes for the eyes to capture a moving object?

Re: Is there a known limit to the reaction time of saccades to capture a moving object?

Posted: 07 Jan 2024, 13:43
by cursed-gamer
1.
Once light enters the eye and stimulates the photoreceptor cells in the retina, the signal is transmitted via the optic nerve to the visual cortex of the brain. This entire process takes only a fraction of a second, with some estimates suggesting it can happen in as little as 1/10th of a second.
2. Article: In the blink of an eye
https://news.mit.edu/2014/in-the-blink-of-an-eye-0116

3. Good reaction time is around 150-180 ms for a young person.

4. According to leetify "time to damage" of pro players is around 450 ms.

Re: Is there a known limit to the reaction time of saccades to capture a moving object?

Posted: 07 Jan 2024, 14:47
by Chief Blur Buster
This is a valid Area 51 research-related question so I've moved it there;

It's also related to Vicious Cycle Effect involving higher resolutions and wider FOV. You have more time to track moving objects onscreen before they disappear offscreen.

Informally, we found the interval to be approximately 0.5ms (the approximate time, during a saccade, to identify that a moving object has more motionblur than a stationary object), though we need to experimentally verify this number more closely. It's roughly the same order of magnitude as this.

So at 1920 pixels/sec on a 1080p display, a moving object disappears offscreen in 1 second on a 1080p display. At 3840 pixels/sec, a moving object is visible onscreen for only 0.5 second, and it's practically almost too fast of eye movement + almost too brief to identify whether or not there is display motion blur.

Experimentation will be needed to refine this number, but it helps the science of determining a displays' theoretical retina refresh rate (for sample and hold), where persistence blur is no longer perceivable by the said human.

So retina refresh rate for a 24" 1080p might be barely above 1000Hz-ish for a near-0ms GtG tech like OLED, while retina refresh rate for a 180-degree 16K VR headset is well over >10,000 Hz.

For sample and hold and 0ms GtG (superlative refresh cycle compliance, like Blur Busters Verified displays), Motions at up to about (2xHz) pixels/sec will generally looks tack sharp. So for a 480Hz OLED, you can have motionspeeds up to 960 pixels/sec looking tack sharp.

I'll probably add a new piece to the Research Portal later in 2024 about this topic;

Re: Is there a known limit to the reaction time of saccades to capture a moving object?

Posted: 07 Jan 2024, 14:53
by Chief Blur Buster
cursed-gamer wrote: ā†‘
07 Jan 2024, 13:43
[...]
Thanks for the useful general answer! It's in the correct ballparks, and very related to human reaction chain with all the extra overheads (identify/acquisition/react/etc).

Generally, it's under a second, and often involves aggregate (stacked) refresh cycle effects, ala motion blur and stroboscopics.

Re: Is there a known limit to the reaction time of saccades to capture a moving object?

Posted: 18 Jan 2024, 16:31
by Candyman06
Chief Blur Buster wrote: ā†‘
07 Jan 2024, 14:47
This is a valid Area 51 research-related question so I've moved it there;

It's also related to involving higher resolutions and wider FOV. You have more time to track moving objects onscreen before they disappear offscreen.

Informally, we found the interval to be approximately 0.5ms (the approximate time, during a saccade, to identify that a moving object has more motionblur than a stationary object), though we need to experimentally verify this number more closely. It's roughly the same order of magnitude as this.

So at 1920 pixels/sec on a 1080p display, a moving object disappears offscreen in 1 second on a 1080p display. At 3840 pixels/sec, a moving object is visible onscreen for only 0.5 second, and it's practically almost too fast of eye movement + almost too brief to identify whether or not there is display motion blur.

Experimentation will be needed to refine this number, but it helps the science of determining a displays' theoretical retina refresh rate (for sample and hold), where persistence blur is no longer perceivable by the said human.

So retina refresh rate for a 24" 1080p might be barely above 1000Hz-ish for a near-0ms GtG tech like OLED, while retina refresh rate for a 180-degree 16K VR headset is well over >10,000 Hz.

For sample and hold and 0ms GtG (superlative refresh cycle compliance, likeBlur Busters Verified[/url] displays), Motions at up to about (2xHz) pixels/sec will generally looks tack sharp. So for a 480Hz OLED, you can have motionspeeds up to 960 pixels/sec looking tack sharp.

I'll probably add a new piece to the later in 2024 about this topic;
This means that new 1080p monitors will continue to be released because it is easier to check what an increase in hz gives them and they are easier to support. But still, at what frequency do you think they will stop increasing the frequency of 1080p screens?

Re: Is there a known limit to the reaction time of saccades to capture a moving object?

Posted: 18 Jan 2024, 19:56
by Chief Blur Buster
Candyman06 wrote: ā†‘
18 Jan 2024, 16:31
This means that new 1080p monitors will continue to be released because it is easier to check what an increase in hz gives them and they are easier to support. But still, at what frequency do you think they will stop increasing the frequency of 1080p screens?
With Blur Busters Law and 0ms GtG OLEDs leads to motion clarity being clear up to (2 x Hz) pixels/sec -- 1000Hz screens will be clear up to 2000 pixels/sec. Eye tracking can be reliable up to roughly 3000-4000 pixels/sec at 1080p, so 1000Hz is not quite fully retina, but it might as well be (for most people for most material).

Probably roughly 1000-2000Hz for 24" 1080p screens is near-retina, and probably roughly 2000-4000Hz for 27-31" 4K screens.

Bigger screens (more FOV) and higher resolutions amplify refresh rate limitations.