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Re: Questions about phantom array/ stroboscopics effects
Posted: 01 Oct 2022, 17:38
by yuri
Chief Blur Buster wrote: ↑28 Sep 2022, 17:43
yuri wrote: ↑28 Sep 2022, 09:29
Chief Blur Buster wrote: ↑23 Sep 2022, 17:02
1. Razer includes software to change the poll rate (125, 500, 1000, 2000, 4000, 8000) even on a per-game basis. And DPI can be changed too.
2. Not currently. The game must have the blur effect feature.
Allright, thanks.
For the second point, i find that reshade can do motion Blur and that helps a lot.
Thanks for the Reply chief
You're welcome!
VRR + GPU blurring (game based or reshade based) is probably your best friend if you are extremely bothered by the stroboscopic
The good news is that the more framerate & more Hertz, less GPU blurring is needed to solve the stroboscopic effect (as in
The Stroboscopic Effect of Finite Frame Rates).
Some of this is also explained in the video-based
UltraHFR FAQ, where to go stroboscopic-effect-free requires a 360-degree shutter on a camera, but to simulate a 360-degree shutter with game motion, is a GPU motion blur effect (the game setting or the ReShade filter).
Most of us here on Blur Busters (our namesake!) hate motion blur more, but we know there are people who hate the phantom arrays (stroboscopic effect) more.
On a display, you need one frametime worth of motion blur to eliminate the stroboscopic effect (phantom array), and higher max Hz of VRR allows higher frame rate, GPU performance permitting.
For stroboscopic-free motion, you can't get less than a combined (2/maxHz) worth of motion blur if you hate flicker and stroboscopic effect, since 2/maxHz is the absolute minimum blur of stroboscopic-effect-free motion blur, since you get 1 frametime (refresh cycle) of MPRT blurring and 1 frametime (refresh cycle) of GPU-soft blurring, for a total minimum mandatory motion blur of 2 frametimes (refresh cycles).
So 500fps at 500Hz still will create 1/250sec of motion blurring for you, in a 100% stroboscopics-free manner (1 frametime of display persistence MPRT blurring + 1 frametime of GPU-effect blurring).
(For VRR, it is automatically always framerate=Hz regardless of framerate, as Hz varies to match framerate when in VRR range)
So increasing refresh rate will still benefit you, if you have enough GPU horsepower to keep up.
Yeah i use that combo for most games with IU mask to ignore post process on the game HUD.
Yeah i've tested that's work pretty well.
thanks for the answer.

Re: Questions about phantom array/ stroboscopics effects
Posted: 04 Oct 2022, 07:39
by yuri
Chief Blur Buster wrote: ↑14 Sep 2022, 11:52
Ditto. I even made a shorturl to that article:
blurbusters.com/stroboscopics because I refer to it so often.
Also, there's also other textbook reading on display behaviors at
blurbusters.com/area51 which contains all my famous big articles.
The problem is we can't easily simultaneously fix motion blur AND stroboscopics at current contemporary three-digit refresh rates. You gotta choose your priority!
To whet appetite, here's an animated PNG from jorimt's link to the article I wrote.
And some are familiar with:
Some people are unusually sensitive to it (moreso than other artifacts), everyone observes different things on displays.
The bottom line is you have to pick your poison, depending on whether you're stationary-gaze or eye-tracking. It can never be fully fixed blurlessly on current displays at current contemporary refresh rates.
One example compromise is adding more GPU blur to fix stroboscopic ffect. But not everyone likes the extra blur from enabling extra GPU-based motion blur filters. Extra GPU blur is beneficial to hide awful stutter of ultralow frame rates like 24fps since some people find stutter the worse evil versus motion blur. But generally bad for most people during >100fps frame rates, most are less bothered by stroboscopic effect than motion blur.
That's why all VR headsets are strobed by default, and all of them have the stroboscopic effect (e.g. rolling eyes fast while holding a stationary Lightsaber in Beat Saber) -- you'd need an eye tracking sensor that reacts fast enough to add intentional GPU blur to a strobed display ONLY while eyes are tracking -- as a band-aid example. But that is not a luxury afforded to multivewer 2D flat panel displays that sits on a wall, on a cabinet, or a desk.
Also, being familiar with
Blur Busters Law And The Amazing Journey To 1000Hz Displays is useful in understanding why this is unfixable. Scroll down to the
Vicious Cycle Effect section that explains the compromise trap that forces us into a compromise between "Do we want to add extra motion blur, or do we want to add extra stroboscopic effect?" compromise of any refresh rate less than retina refresh rate. I followed that up with
blurbusters.com/stroboscopics
TL;DR: It's unfixable at refresh rates less than roughly 1x-2x the longest dimension of your display. Retina refresh rate during sample-and-hold is linked to the fastest human eye tracking speed, from screen edge to edge, and pixel density (below angular resolving resolution) determines whether you can tell the blurriness/stroboscopicness difference between stationary image and moving image. So for a 1920x1080 display you are still able to see individual pixels on, retina refresh rate is approximately ~2000-4000Hz (error margin is only a fraction of a magnitude). Go to 4K while still being able to resolve individual pixels, and the retina refresh rate doubles to 4000Hz-8000Hz. This even assumes best-case scenario of GtG=0, stutter=0, jitter=0, framerate=Hz perfectly.
in fact, overdrive also make stroboscopics effect more visible. the brightness of the effect seen increased and make it more visible like lights.
Re: Questions about phantom array/ stroboscopics effects
Posted: 24 Nov 2024, 23:45
by Kaeptn
Chief Blur Buster wrote: ↑14 Sep 2022, 11:52
TL;DR: It's unfixable at refresh rates less than roughly 1x-2x the longest dimension of your display. Retina refresh rate during sample-and-hold is linked to the fastest human eye tracking speed, from screen edge to edge, and pixel density (below angular resolving resolution) determines whether you can tell the blurriness/stroboscopicness difference between stationary image and moving image. So for a 1920x1080 display you are still able to see individual pixels on, retina refresh rate is approximately ~2000-4000Hz (error margin is only a fraction of a magnitude). Go to 4K while still being able to resolve individual pixels, and the retina refresh rate doubles to 4000Hz-8000Hz. This even assumes best-case scenario of GtG=0, stutter=0, jitter=0, framerate=Hz perfectly.
Does a 1440 monitor have more ore less stroboscopic effect than a 1080 monitor? Does a 21:9 monitor have more or less stroboscopic effect than a 16:9 monitor?
Re: Questions about phantom array/ stroboscopics effects
Posted: 27 Nov 2024, 03:24
by Chief Blur Buster
It will be unaffected.
The effect is caused by the finiteness of frame rate.
However, depending on major differences in sharpness (resolution) improved pixel density can sometimes make the stroboscopic effect easier to see (e.g. 0.1 inch/frame may be 5 pixels/frame or 10 pixels/frame if double the number of DPI). It's harder to see at 640x480 than at 3840x2160, but 1080p vs 1440p won't show a real noticeable difference on stroboscopic effects.
Re: Questions about phantom array/ stroboscopics effects
Posted: 21 Apr 2025, 14:29
by yuri
Chief Blur Buster wrote: ↑15 Sep 2022, 19:05
yuri wrote: ↑15 Sep 2022, 11:27
Is see, and what about mouse sentivity/DPI and polling rate does it reduce the gap produce by the strobe effect ??
Does 1000hz mouse for 240hz montior is to low?
Do i need a Razer Viper 8k?
Going 8KHz with the mouse it doesn't affect the stroboscopic count but it can affect the stroboscopic stability (consistent steps) with things like mouse arrow, mouse panning, or mouse turns.
To get reduced stroboscopic issues with a mouse, you want high-DPI, high-poll, low-sensitivity. Running at 1600-3200dpi produces amazing smoothness that minimizes stroboscopic instability at all mouseturn/pan speeds, especially slow panning speeds. If you only use 400dpi and you pan a quarter inch per second for a slow track (e.g. sniper scope), you can't exceed 100 frames per second because quarter an inch only has 100 dot positions.
Even the esports community is slowly learning that 400dpi was old fashioned advice optimized for low-DPI games like CS:GO. A third of the Faze Clan now use at least 1000dpi with their gaming mice in the Fortnite game. Fortnite is high-DPI friendly with accurate mouse mathematics for high-DPI operation, provided you scale sensitivity down proportionally.
So you want to readjust dpi-vs-sensitivity balance in newer games (games newer than CS:GO) that does the high-DPI mathematics in a very precise way.
Now, here's actual peer reviewed research that 1000 Hz is not enough for jitter-free stability:

So does going up to 2khz will improves the stroboscopic effect significantly, for people (like me) who hate seeing stroboscopic effect. ?
Do you have in game sample at different refresh rate ?
And does the stroboscopic distance will be reduce ?
Re: Questions about phantom array/ stroboscopics effects
Posted: 25 Apr 2025, 14:25
by Chief Blur Buster
yuri wrote: ↑21 Apr 2025, 14:29
So does going up to 2khz will improves the stroboscopic effect significantly, for people (like me) who hate seeing stroboscopic effect. ?
Do you have in game sample at different refresh rate ?
And does the stroboscopic distance will be reduce ?
Brute oversampling your mouse Hz relative to game frame rate and display refresh rate, will help the erraticness of the stroboscopic distance.
To reduce that -- Stroboscopic distance will be linked to your frame rate and refresh rate.
So more Hz & more framerate, if you want to reduce stroboscopics.
More reading:
The Stroboscopic Effect of Finite Frame Rates.
Re: Questions about phantom array/ stroboscopics effects
Posted: 30 Apr 2025, 10:21
by yuri
Chief Blur Buster wrote: ↑25 Apr 2025, 14:25
yuri wrote: ↑21 Apr 2025, 14:29
So does going up to 2khz will improves the stroboscopic effect significantly, for people (like me) who hate seeing stroboscopic effect. ?
Do you have in game sample at different refresh rate ?
And does the stroboscopic distance will be reduce ?
Brute oversampling your mouse Hz relative to game frame rate and display refresh rate, will help the erraticness of the stroboscopic distance.
To reduce that -- Stroboscopic distance will be linked to your frame rate and refresh rate.
So more Hz & more framerate, if you want to reduce stroboscopics.
More reading:
The Stroboscopic Effect of Finite Frame Rates.
Okay, thanks chief.
Also do you think this issue gonna disappear in the near future?
What do you think about it ?
Re: Questions about phantom array/ stroboscopics effects
Posted: 01 May 2025, 00:19
by Chief Blur Buster
Not anytime soon; you'll need to enable GPU motion blur AND ultra high framerates, if you hate stroboscopics and blurs. Nice thing is at 480fps, you only need 1/480sec of GPU motion blur effect to erase the stroboscopic. While a lot hate GPU blur effects, it definitely helps with that. And you only need a tiny bit of it during 480fps.
It is contradictory to combine blur busting and GPU blur but it can be strategically balanced with enough Hz and enough GPU -- as a stroboscopic focussed solution.
Re: Questions about phantom array/ stroboscopics effects
Posted: 14 May 2025, 18:30
by yuri
Chief Blur Buster wrote: ↑01 May 2025, 00:19
Not anytime soon; you'll need to enable GPU motion blur AND ultra high framerates, if you hate stroboscopics and blurs. Nice thing is at 480fps, you only need 1/480sec of GPU motion blur effect to erase the stroboscopic. While a lot hate GPU blur effects, it definitely helps with that. And you only need a tiny bit of it during 480fps.
It is contradictory to combine blur busting and GPU blur but it can be strategically balanced with enough Hz and enough GPU -- as a stroboscopic focussed solution.
Okay i see now, do you know a software that can put just a little bit of motion blur like a third party motion blur app ( like some motion blur slider ingame)
Reshade is a mess to apply sometime because it's based on the mouse sens
I heard that nvidia have a setting like that do you know something about ?
It will be great to be able to adjust the motion blur intensity/shutter speed to match the framerate not like the stupid motion blur toggle on/off in games.
I recently tried bullet per minute on steam wich has a motion blur slider and a per object motion blur i tried to apply a tiny bit off blur and it's really good and the stroboscopic effect didn't bother me anymore.