LightBoost Sequel: ULMB (Ultra Low Motion Blur)

Ask about motion blur reduction in gaming monitors. Includes ULMB (Ultra Low Motion Blur), NVIDIA LightBoost, ASUS ELMB, BenQ/Zowie DyAc, ToastyX, black frame insertion (BFI), and now framerate-based motion blur reduction (framegen / LSS / etc).
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Chief Blur Buster
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Re: LightBoost Sequel: ULMB (Ultra Low Motion Blur)

Post by Chief Blur Buster » 03 Jan 2014, 12:53

zachska87 wrote:Just to clarify, you are saying that when I get a GSync board (win or purchase, I'm getting one either way) for my ASUS VG248Q, it will have ULMB support with the existing LCD panel/backlight? This is INCREDIBLE!!! I have butterflies in my stomach over a piece of tech. It's been a while since I got that excited about something!
That's right. ULMB is included with G-SYNC upgrades, as has been reported by users who received these!

We anticipate NVIDIA will announce ULMB at CES. That will lift the media blackout on websites. Even AnandTech, PCPer, LinusTechTips, and all our favourite sites couldn't talk about it till now. But now we report on what has been leaked by users...

However, users who got GSYNC upgrade boards early, can talk all they want -- feel free to post!
Head of Blur Busters - BlurBusters.com | TestUFO.com | Follow @BlurBusters on: BlueSky | Twitter | Facebook

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pnum
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Re: LightBoost Sequel: ULMB (Ultra Low Motion Blur)

Post by pnum » 03 Jan 2014, 14:41

so ULMB only works at standard light boost frequencies(100 and 120)? was really hoping for it to be similar to the new mode on the Benq Z series. since gsync is using a FPGA is there a change it could be updated to strobe at more frequencies(125 specifically)?

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Re: LightBoost Sequel: ULMB (Ultra Low Motion Blur)

Post by Chief Blur Buster » 03 Jan 2014, 14:45

pnum wrote:so ULMB only works at standard light boost frequencies(100 and 120)?
ULMB is currently available at 85Hz/100Hz/120Hz.

That said, BENQ Blur Reduction is more flexible, allowing strobing in 1Hz increments, all the way from 75Hz through 144Hz.

The modes are rather very similar, with very similar strobe length. Brightness and strobe crosstalk/inversion is better with ULMB (less artifacts at www.testufo.com/ghosting and www.testufo.com/inversion), while flexibility and contrast ratio is better with BENQ Blur Reduction (it does not bump upwards the black levels).
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TheExodu5
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Re: LightBoost Sequel: ULMB (Ultra Low Motion Blur)

Post by TheExodu5 » 03 Jan 2014, 15:40

This is fantastic news. I didn't expect a proper solution so soon.

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Re: LightBoost Sequel: ULMB (Ultra Low Motion Blur)

Post by pnum » 03 Jan 2014, 15:50

Chief Blur Buster wrote:
pnum wrote:so ULMB only works at standard light boost frequencies(100 and 120)?
ULMB is currently available at 85Hz/100Hz/120Hz.

That said, BENQ Blur Reduction is more flexible, allowing strobing in 1Hz increments, all the way from 75Hz through 144Hz.

The modes are rather very similar, with very similar strobe length. Brightness and strobe crosstalk/inversion is better with ULMB (less artifacts at http://www.testufo.com/ghosting and http://www.testufo.com/inversion), while flexibility and contrast ratio is better with BENQ Blur Reduction (it does not bump upwards the black levels).
why can't they just make it easy on us :(

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Re: LightBoost Sequel: ULMB (Ultra Low Motion Blur)

Post by SisterBob » 04 Jan 2014, 11:28

pnum wrote:
Chief Blur Buster wrote:
pnum wrote:so ULMB only works at standard light boost frequencies(100 and 120)?
ULMB is currently available at 85Hz/100Hz/120Hz.

That said, BENQ Blur Reduction is more flexible, allowing strobing in 1Hz increments, all the way from 75Hz through 144Hz.

The modes are rather very similar, with very similar strobe length. Brightness and strobe crosstalk/inversion is better with ULMB (less artifacts at http://www.testufo.com/ghosting and http://www.testufo.com/inversion), while flexibility and contrast ratio is better with BENQ Blur Reduction (it does not bump upwards the black levels).
why can't they just make it easy on us :(
Edging very slowly towards blur-free bliss!

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Re: LightBoost Sequel: ULMB (Ultra Low Motion Blur)

Post by SS4 » 04 Jan 2014, 11:57

So on the asus i could run ULMB at 85 hz with the g sync board . . . in that case the image quality/brightness should be the best if we consider that lightboost is brighter at 100 than 120 fps.
Will we see lightboost/ULMB above 120 fps soon since we got monitor capable of 144 hz or is there hardware limitation caused by the extra strain of using such a technique?
Also since human eye perceive around 72 fps and lULMB eliminate blur is there even a need to run higher resolution than lets say 75 hz once this becomes more mainstream? I guess the only benefit would be reduced input lag but nothing much on the visual front?

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Re: LightBoost Sequel: ULMB (Ultra Low Motion Blur)

Post by nimbulan » 04 Jan 2014, 14:47

SS4 wrote:Also since human eye perceive around 72 fps and lULMB eliminate blur is there even a need to run higher resolution than lets say 75 hz once this becomes more mainstream? I guess the only benefit would be reduced input lag but nothing much on the visual front?
The human eye does not see in frames: It is simply misinformation that has been spreading around the internet for years. What we should be discussing is the flicker fusion point - the point where individual frames blend together and become perceived as smooth motion. It is possible to achieve flicker fusion at 72 fps in many situations, but not all. Even when you do achieve flicker fusion, an increased framerate will still improve the perceived smoothness as well as reducing input lag. At one time people thought that 24 fps was enough and set that as the standard for filming movies. Modern action movies use much faster motion and frequently break the illusion, in fact it has become part of the movie "feel" to do so and why there is so much backlash over new high framerate filming.

The framerate required to achieve flicker fusion is affected by the amount of motion blur, so when using blur reduction techniques such as ULMB we need a much higher framerate to achieve the same effect. Even without this, fast motion at 120 fps can easily break flicker fusion. Ideally we want a maximum of one pixel of movement per frame, but that would require a ludicrous framerate to achieve in some situations. If you consider a flight simulator, where the plane performs a full 360 degree roll in 1 second at 120 fps, there will be 3 degrees of rotation per frame. You end up with more than 1000 pixels of travel per 30 frames (90 degrees) on a 1080p display. This may be an extreme case, but you can see that even significantly slowing down the rotation will still benefit from more than 120 fps.

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Re: LightBoost Sequel: ULMB (Ultra Low Motion Blur)

Post by Haste » 04 Jan 2014, 18:57

SS4 wrote:Also since human eye perceive around 72 fps and lULMB eliminate blur is there even a need to run higher resolution than lets say 75 hz once this becomes more mainstream? I guess the only benefit would be reduced input lag but nothing much on the visual front?
On my CRT, I can see the flicker at higher vertical refresh rate than 72Hz.

I just cycled a bit through different refresh rates. Here is what I see/feel:
60Hz => Unbearable
85Hz => Very flickery
100Hz => I can't "see" the flicker but still feel it a bit
120Hz/140Hz/160Hz/200Hz => I don't notice anything different in terms of flickering.

According to http://en.wikipedia.org/wiki/Flicker_fusion_threshold
"Most people do not detect flicker above 75 Hz."

Could someone shed some light on this:
Is the frequency of the flicker fusion threshold underestimated?
Am I more sensible than average to flicker?
What's the deal?
Monitor: Gigabyte M27Q X

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Re: LightBoost Sequel: ULMB (Ultra Low Motion Blur)

Post by Chief Blur Buster » 04 Jan 2014, 19:13

Haste wrote:I just cycled a bit through different refresh rates. Here is what I see/feel:
60Hz => Unbearable
85Hz => Very flickery
100Hz => I can't "see" the flicker but still feel it a bit
120Hz/140Hz/160Hz/200Hz => I don't notice anything different in terms of flickering.
Although direct flicker detection fades away at around these levels, there is no set threshold for the complete disappearance of indirect detection of strobing. I can actually indirectly detect 1000Hz+ flicker by rolling my eyes, for example -- it shows up as a dotted motion blur instead of a continuous motion blur. This is also known as the phantom array effect or the stroboscopic effect (see Science & References

Flicker can still be noticed indirectly by artifacts.
For example, 360Hz PWM at 120Hz looks something like this:

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(From LCD Motion Artifacts 101)
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