When will CRT simulation be available for Consoles?

High Hz on OLED produce excellent strobeless motion blur reduction with fast GtG pixel response. It is easier to tell apart 60Hz vs 120Hz vs 240Hz on OLED than LCD, and more visible to mainstream. Includes WOLED and QD-OLED displays.
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Chief Blur Buster
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Re: When will CRT simulation be available for Consoles?

Post by Chief Blur Buster » 07 Aug 2025, 13:05

derekchan wrote:
18 Jul 2025, 06:52
chef may i ask a off topic question?
does dlp projector handle 30fps game smoother than oled with bfi enabled?
some 30fps 3d ps4 game running at 120hz oled with bfi is still very choppy.

2.any comsumer oled display feature rolling scan that i can buy ? does lg oled c1 feature global bfi?
thank you
Choppy is because of 30fps.

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You'd need 30Hz to eliminate this, and 30Hz is too low (flickery) with BFI.

You can play with BFI settings at www.testufo.com/blackframes and add extra black frames or even multiple-strobing.

This display science unfortunately is independent of LCD, OLED, DLP. Slower GtG can soften this sometimes, as does CRT simulation (See https://beta.testufo.com/crt ) which is a feature available in RetroArch emulator and external boxes such as Retrotink.
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NeonPizza
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Re: When will CRT simulation be available for Consoles?

Post by NeonPizza » 19 Aug 2025, 19:15

I think TINK4K will be more worth while for modern consoles like Switch 2 & PS5, once 180hz QD-OLED's drop in Spring 2026, IF your content maxing out at 1080p. 180hz = 66% motion blur reduction, than just the current 50% @120hz, and there should be a little less latency with TINK4K's 180hz BFI as a result.

Input lag applied >

2ms - Just by using TINK4K.
5.56ms - TINK4K '180hz BFI/CRT' Simulation.
10ms? - OLED/QD-OLED 60fps Game mode.

What really puts me off from TINK4K, even though it has nothing to do with the device itself, is that you have to pile on 10ms of lag coming from your OLED TV's 60fps game mode...Hopefully that isn't the case. I keep getting mixed answers on this online. If another 5.56ms of lag was tacked on from a QD-OLED TV recognizing the signal as 180hz, even if the game is running at 60fps with TINK4K's 180hz BFI being applied, you would get 5.56 instead of 10ms. So around 5 1/2ms less latency, which would bring the total amount to around 13ms. If not, and the 10ms from Game Mode is applied, than we're back to almost 18ms. Bummer. :P

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Re: When will CRT simulation be available for Consoles?

Post by BFI » 03 Oct 2025, 15:13

You do get the reduced lag of whatever your display's latency is at the RT4K's output Hz. I've just recently tested this with my DLP projector, which has a 120Hz lag of 8.4ms in game mode (Enhanced as Optoma call it), and with the Tink outputting 120Hz BFI from a 60Hz input this rises to 17.2ms. So in my application the Tink adds 8.8, but since my PJ's lag is almost 17 at 60Hz, there's actually less than a 1ms penalty for 60fps games.

I believe the fastest OLED TVs are slightly over 5ms at 120Hz, so you could expect to fall right around 14 with the Tink's 50% BFI. I don't know much about HDR but can say that enabling it adds an appreciable brightness boost. I'm outputting HDR10 with Rec 2100 from my Tink and I'm happy with the colors, but note I'm way less demanding in this area than motion blur!

33% persistence at 180Hz doesn't seem to be available without dropping the input from 1080p to 720, sadly. I'd like to ask Chief about this but my posts in the Tink's thread are hitting 403s at the minute.

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