Excellent Science Question:svbarnard wrote: Why is that, that seems very counterintuitive, can you ELI5 (explain like I'm five)? Strobing at 120fps on a 240Hz screen looks better than strobing at 120fps on a 120Hz screen?
Where do you see the future of the TV industry going? Don't you agree with me that they should stop at 4K and not proceed to 8K, they should focus on 4K screens but with higher refresh rates? we need 4K 240hz as soon as possible. Also is there any problems with 8K or higher resolution at 1,000fps@1,000Hz like stuttering or anything?
Also are the executives at Samsung, Sony, LG, and TCL aware of this? Are they aware of the horrible motion blur lcd's have and that there are solutions to fix it, namely the solutions blurbusters has come up with? That's why I started this thread I'm trying to raise awareness about this!
Why is low-Hz strobing superior on high-Hz LCD?
It is only counterintuitive because of LCD.
LCD have a finite pixel response called a "GtG", which is Grey-to-Grey.
It's how an LCD pixel "fades" from one color to the next.
You can see LCD GtG in high speed video: High Speed Video of LCD Refreshing
Strobing at max Hz means you don't have enough time to hide LCD GtG between refresh cycles.
Not all pixels refresh at the same time. A 240Hz display takes 1/240sec to refresh the first pixel to the last pixel. Then GtG pixel transition time is additional to that above-and-beyond!
You want LCD GtG to occur hidden unseen by human eyes. See High Speed Video of LightBoost to understand.
Strobing only when the refreshing behavior is between refresh cycles:
Most GtG is measured from the 10% to 90% point of the curve, as explained at www.blurbusters.com/gtg-vs-mprt.
But that means 10% of GtG from black to white is a dark grey, and 90% of a GtG from black to white is a very very light grey. This can create strobe crosstalk (duplicate images trailing behind images):
Slow GtG can amplify strobe crosstalk, and we need almost 100% to be really fast. 1ms GtG 90% often takes more than 10ms to complete 99% or 100% of GtG transition.
Pixel colors coast very slowly to its final color value near the end, like a slow rolling ball near the end of its rolling journey -- that is a strobe crosstalk problem.
More advanced reading about this can be explained in Advanced Strobe Crosstalk FAQ, as well as Electronics Hacking: Creating A Strobe Backlight. (Optional reading, not germane to understanding ELI5, but useful if you want to read more)
Now, Imagine a 240Hz IPS LCD. It has an advertised 1ms GtG, but its GtG is closer to about 5ms real-world GtG for most color combinations. GtG speeds can be different for different colors, so you've got a "weak link of chain" problem!
Example 1: Strobe 240Hz LCD at 240Hz
1/240sec = 4.166 milliseconds.
.....Thus, repeat every refresh cycle:
T+0ms: Backlight is OFF
T+0ms: Begin Refreshing
T+4ms: End Refreshing (240Hz refresh cycle takes 1/240sec)
T+4ms: Wait for GtG to Finish before turning on backlight (ouch, not much time)
T+4.1ms: Backlight is ON
T+4.166ms: Backlight is OFF
.....Rinse and repeat.
Problems:
- Not enough time for GtG to finish between refresh cycles
- Not enough time to flash long enough for a bright strobe backlight
- We lose lots in strobe quality
Example 2: Configure 240Hz LCD to 100Hz and strobe at 100Hz
1/240sec = 4.166 milliseconds.
1/100sec = 10 milliseconds
T+0ms: Backlight is OFF
T+0ms: Begin Refreshing
T+4ms: End Refreshing (100Hz refresh cycle in approx 1/240sec, thanks to fast panel)
T+4ms: Wait for GtG to finish
T+9ms: Finally finished waiting for GtG (5ms in total darkness)
T+9ms: Backlight is ON
T+10ms: Backlight is OFF
.....Rinse and repeat.
Voila! We win!
- LCD GtG completely hidden by human eyes (in the backlight OFF period)
- Requires LCD that supports quick scanout at lower refresh rates (most do, if manufacturers bother)
- Only fully-refreshed refresh cycles are seen by human eyes (more perfectly complete GtG).
- Strobe crosstalk goes to zero (or almost zero)
Internally we call it the “Large Vertical Total” technique (large Vertical Blanking Interval aka VBI) because it's a large interval BETWEEN refresh cycles. The interval/pause between refresh cycles (VBI) can be several times longer (in milliseconds) than the visible refresh cycle, to allow more time for GtG to complete between refresh cycles!
Here is a comparision before/after for www.testufo.com/crosstalk
<Appendix: Advanced Optional Reading>
Sometimes GtG is not even 100% between refresh cycles, but the worst GtG incompletions can often be “pushed” into the top/bottom edges of the screen via special strobe phase timing delays relative to the LCD refresh cycles. So 7ms GtG can still be mostly hidden by a 5ms VBI with only small leakage into visibility. So the backlight timing phase is sometimes slightly overlapped with the refresh cycle, to account for the GtG lagbehind effects, measured using a photodiode oscilloscope.
Reminder: Not all pixels refresh at the same time. There isn't millions of wires to refresh all pixels at the same time. They use nanowire grids in digital panels. They can activate one vertical wire and activate one horizontal wire to refresh essentially one pixel at a time (where the wires meet) -- in ultra high speed fashion, left-to-right, top-to-bottom.
Displays have been raster-refreshing for a century, from the first analog TVs of the 1920s, through today's 2020s DisplayPort LCDs. Like the days of a calendar or book -- you start at upper-left corner, scan towards the right, then go to the next row. This is how two-dimensional images (refresh cycles) are delivered sequentially over a one-dimensional medium (over analog or digital video cable, or over a TV radio channel, or executing displays refreshing electronics). Pictures of a refresh cycles are metaphorically like building mosaic art one square at a time. And repeating it every single refresh cycles.
You can see that most displays refresh 1 pixel at a time in high speed videos. Otherwise, we'd end up having millions of miles of nanowires just to refresh all pixels of an 8K display simultaneously. Even "global" refresh displays (plasmas, DLPs) still sequential-refresh, just simply ultrafast sequential scanouts (e.g. 1/1000sec for DLP chip). Either way, to save money & engineering, thin digital displays only have wire grids, and they essentially (more or less) refresh one pixel row at a time. It takes time to refresh the first pixel through the last pixel.
Good strobing (during a long VBI that allows GtG to finish unseen by eyes) allows you to filter slow LCD GtG (hidden in total darkness with backlight OFF) while having short MPRT (the length of strobe flash), allowing certain LCDs such as Oculus Quest VR or Valve Index VR headset to have less motion blur than an average CRT.
Few people realize that a cherrypicked well-engineered strobed LCD can beat CRT in motion clarity (zero ghosting, zero blur, zero strobe crosstalk, zero afterimages, perfect clarity, no phosphor ghosting), especially during perfect framerate=Hz (VSYNC ON or similar technologies).
Nontheless, it is my belief that users should have the choice of strobing at max-Hz (lower lag but lower quality than CRT), or strobing at well-tuned lower-Hz strobe on high-Hz panel. I prefer manufacturers uncap the arbitrary strobe refresh rate presets/ranges, and let users choose.
</Appendix: Advanced Optional Reading>
Hope this helps explains (in sufficiently simple science) why refresh rate headroom is very good for LCD strobe backlights.
TL;DR: Refresh rate headroom gives more time for LCD GtG between refresh cycles at lower strobe Hz. This allows strobing to be MUCH more CRT motion clarity.