Chief Blur Buster wrote: ↑03 Nov 2020, 20:53
The upcoming strobed 4K 144Hz NanoIPS should be a great low persistence HLSL CRT filter screen with full 100% CRT color gamut. Closest to a CRT replacement screen you can get spatially AND temporally. Main thing missing is perfect blacks via MiniLED FALD (Full Array Local Dimming) rolling scanning backlight, which I’d hope can be done cheaply/well.
On these, you’d combine 120Hz hardware strobe + 60Hz software BFI in order to halve the KSF red phosphor ghosting, and then it’s fainter than plasma ghosting. 60Hz single strobe will work too, though with a little more KSF red ghosting than the technique above. The KSF ghosting in NanoIPS is acceptable in CRT emulation use cases because it
IS phosphor decay-based ghosting (Not normal strobe crosstalk), just like a slower red CRT phosphor. When made sufficiently faint, it’s a nonissue for 60Hz CRT emulator use cases.
Decay is the weak point of CRT motion, GtG transitions than go from light colors to dark colors has atrocious response time. My CRT has aproximately GtG 500ms from high glow white to black. Affect all RGB phosphors, not only red, trail is a grey scale. Of course KSF is not a problem coming from CRT in these transitions, is a massive improvement.
Manufacturer install this decay intentionally, to ensure low flicker intensity at 50-60Hz, for people specialy worried about this but than anyway want enjoy 50p 60p content almost without motion blur. Others CRT, like FD Trinitron tubes, use more short decay, maybe half. This is good for less trail, but with 50-60Hz flicker is more intense. So none solution is perfect for 60p without motion blur. Is a balance of flicker and trail. One imaginary CRT with 1ms decay, will fix trail but at cost of intensify flicker compared with FD Trinitron, like i suppose LCD even with rolling inevitably will show.
With Blue Phase LCD with true GtG 0.1ms + MiniLED FALD rolling + unlocked single strobe BlurBusters tuned, sound like we not need anymore CRT. This seems should be equal or better in all specs. Flicker/Trail balance is a preference, but both sucks. CRT seems never more manufactured, and even 1000Hz LCD emulating decay still the same issue, change smooth flicker with trail.
One of my favorite FPS games is DOOM 3 + mods, 60FPS locked game, i like play it with CRT at 2048x1536@60Hz, no motion blur, low flicker only noticed on light colors, no signal lag, no crosstalk, no overdrive artifacts, deep darks, high peak brightness in light colors, good static contrast, intense scares

but decay destroy the motion perfection

In this type of dark games with glow lights is where CRT weak point becomes annoying. In others games goes unnoticed 99% of time, and the impulse display show its overkill raw speed.
Game developers never should set 60FPS cap, this should be forced by game engine developers, to ensure none game developer take the bad decision. They are condemning gamers to motion blur, or flicker, or trails. DOOM 3 engine have one cvar to unlock FPS, but accelerate all games events "tick rate", enemy speed, gravity, weapon firerate, etc... all doubled at 120FPS/Hz. Is needed another cvar to reduce game time /2 to compensate, than i not find it, maybe not exist.
I have one idea, extend "BlurBusters Approved" to games, cap never under 120FPS, software motion blur post process allways can be disabled, and so on.