kyube wrote: β28 Sep 2026, 03:02
Chief Blur Buster wrote: β27 Sep 2026, 14:43
Also, most LCD VR headsets now outperform a FW900 CRT, at least for refresh rates that the VR headset supports.
Has anyone done any pursuit photographs on these models? Surely, the G2G RT's @ 120-144Hz result in some form of crosstalk at these low pulse on times?
I run at 90 as a good compromise, both on Quest 2 and Quest 3S, as I get better resolution and fewer stutters that way.
There is zero crosstalk at 90 Hz on both Quest headsets when I run testufo.com/crosstalk in the in-headset Chromium-based web browser. Truly zero. No phosphor ghosts, no crosstalk. I briefly tried 120 and did not notice crosstalk, at least for a warmed-up headset that had been running for at least 30 minutes (hot LCDs are faster performing).
It might be possible that a small part of the GtG heatmap doesn't fit in the VBI, but all the colors used by the Crosstalk test did fit in the VBI, showing nothing at top/center/bottom. No afterimages. None. At least during 60-90Hz range.
The older Quest 2 was actually one of the benchmarks I tuned XG2431 towards. The Quest 2 seems to do a better job, thanks to the giant Facebook budget spent on the tuning. It clearly does go crosstalk-free at a higher Hz than XG2431 can. It utilizes a lot of tricks including superior OD LUTs and larger blanking interval.
So, on Hz-vs-resolution priorities. The nice thing about impulsed displays is you can maintain motion clarity at lower Hz, so the ROI sometimes goes to the "BlurryVision" spatials -- I wanted to make my Quest headsets sharper at rendering.
I often use Quest Game Optimizer to get more resolution (true 4K rendering) to get 3x sharpness at 72fps 72Hz. The flicker is worse, but the motion clarity is superlative. Not often, but there are some games that will tolerate a 200-300% extra resolution forced into the game on the mobile CPU/GPU built into Quest headsets.
QGO will overclock the CPU/GPU if you want, but be careful -- too much overclock and it will thermally throttle. So you need to tweak a balance, depending on if the game wants more CPU or more GPU, etc. If you do this, you will also want to enable mobile spacewarp, since that helps de-stutter some of the superscaling stutters.
What annoys me is Quest 3S does not do 60Hz anymore like Quest 2 can. Quest 2 works great with emulators at 60fps 60Hz. Whether a virtual arcade cabinet you stand in front of, or whether you cast it from your PC, or whether you sideload an Android emulator .apk.
Remember, you need third party utilities to access custom refresh rates on a Quest (whether OGO or SideQuest or other), all of which requires Developer Mode and sideloading at least a little something, to force a specific Hz.
kyube wrote: β28 Sep 2026, 03:02
This implies it's doing ~4444,44 cd/mΒ² of voltage boosting, which would be the highest I've seen any consumer LCD do.
I'm surprised that it doesn't burn down in an instant

1. Study Talbot-Plateau Theorem. Learn about it before replying.
2. CRTs did 30,000 nits at the beam spot.
That said, you definitely want to strobe far above flicker fusion threshold. Also, I don't think it strobes that bright anyway in real life. I even wonder if the 180 may even be pre-strobe. The nice thing is that your eyes adjust to the dark pretty fast in a VR headset, and the screen doesn't need to be nearly as bright.
When I got these headsets, they were incredibly cheap (under $300), so they are quite handy as general purpose motion-blur-reduced displays. You do want a comfortable replacement headset strap, as it is otherwise uncomfortable for more than an hour. A used Quest 2 is among the best 60 Hz LCD strober money can buy on the market currently, but it's unconventional compared to the XG2431.
kyube wrote: β28 Sep 2026, 03:02
That's all great in theory, but the "merely" part is exactly where >95% of implementations on the market falter.
That's true. I was speaking in terms of theoreticals. What is happening is that the LCD stops becoming the limiting factor, and now it's the backlight's turn to shine.
