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Re: could the new 720p 720hz oled reasonably have been 720p 1080hz?

Posted: 27 Oct 2025, 09:40
by kyube
purplemelon1 wrote:
Yesterday, 09:28
Discorz (or... Someone) on reddit was the one who distinguished motion clarity (track) and motion performance (fixed gaze).
I completely disagree with that disambiguition.
Discorz likely does too.
Don't rely on Reddit too much, it's rare to find good information there...
purplemelon1 wrote:
Yesterday, 09:28
At the end of the day with strobing you are limited by the base fps.
“Limited” in what sense?
“Limited” in the sense of eliminating the stroboscopic effect? Yes, but this is an issue with current sample & hold technologies as well.
“Limited” in terms of eye-tracked motion clarity? This is purely dependant on what pulse width the strobing implementation targets.

The frame rate, when discussing these topics, is usually assumed to be above or equal to the refresh rate.
When the frame rate is below the refresh rate while strobing, you'll experience duplicate image artifacts caused by signal (time-domain) mismatch.
Yes, this occurred on CRT's as well. It's a artifact for any impulse-based solution.
purplemelon1 wrote:
Yesterday, 09:28
At the time they felt there was a lot of posts about taking photos tracking ufos/frogs. Non important stuff.
The TestUFO pursuit photographs users post online are a way to measure eye-tracked motion clarity target.
It's quite important in evaluating dynamic content handling on a display.

Re: could the new 720p 720hz oled reasonably have been 720p 1080hz?

Posted: 27 Oct 2025, 18:51
by purplemelon1
kyube wrote:
Yesterday, 09:40
purplemelon1 wrote:
Yesterday, 09:28
Discorz (or... Someone) on reddit was the one who distinguished motion clarity (track) and motion performance (fixed gaze).
I completely disagree with that disambiguition.
Discorz likely does too.
Don't rely on Reddit too much, it's rare to find good information there...
purplemelon1 wrote:
Yesterday, 09:28
At the end of the day with strobing you are limited by the base fps.
“Limited” in what sense?
“Limited” in the sense of eliminating the stroboscopic effect? Yes, but this is an issue with current sample & hold technologies as well.
“Limited” in terms of eye-tracked motion clarity? This is purely dependant on what pulse width the strobing implementation targets.

The frame rate, when discussing these topics, is usually assumed to be above or equal to the refresh rate.
When the frame rate is below the refresh rate while strobing, you'll experience duplicate image artifacts caused by signal (time-domain) mismatch.
Yes, this occurred on CRT's as well. It's a artifact for any impulse-based solution.
purplemelon1 wrote:
Yesterday, 09:28
At the time they felt there was a lot of posts about taking photos tracking ufos/frogs. Non important stuff.
The TestUFO pursuit photographs users post online are a way to measure eye-tracked motion clarity target.
It's quite important in evaluating dynamic content handling on a display.
Yeaha fixed gazed vision. Strobed or no non strobed 120hz is just 120hz. You are right that would need to jump in multiples to see a worthy difference in stroboscopics
However it's a different story from an animation perspective. Rarely do you see very fast animations. No one has the capabalities to show off a 900hz animation. Atleast until now with 480hz oleds.The only modern ones i can think of are fighting games and zenless zone sero. The street fighter devs know their average player is on a $400 va tv with 50fps smearing or worse. Their kicks and punches can still reach 3000pxs cadually. That's alot of interpolation. Interpolation which wouldn't have the details the artist wants.

With true animation. They could add 3 or 4 muscle jiggles mid kick that wouldn't be there with strobing or previous interpolation methods. Etc etc.

It would be pretty obvious in the future when a game is rendering at 1000fps but the animations are stuck at 60hz. Especially in the name of optimization. Like animals running in the distance.
I guess it's not really an issue in the future as the artists will just factor the better methods of interpolation into their art.

I recently played sonic adventure dreamcast version. I was pretty amazed at how every time you jump anything but forward the camera would swish around 90° in sub 200ms. I played on an 2011 tv and it would instantly break me knowing where i was. Strobing would fix that. Which is what the artists intended for as you know. However the animation itself really only has like 2-4 visible positions. I wouldn't count how many actual frames it was. Which is to illustrate they had those limitations.

I would be interested to see what hollywood could do with a 480fps film. Alas that may 20 years away if not more.