darzo wrote:All monitors have significant blur at 60hz on these tests. All of them.
Correct. This will happen with 1000Hz monitors playing 60fps content.
There's no way to have less blur for 60fps or 60Hz without strobing/impulsing. Not possible.
Even if GtG becomes zero, MPRT is still always 16.7ms. You can't have less than 16.7ms MPRT on a 60Hz sample-and-hold display.
Blur Buster's Law (
explained in this article) means that the guaranteed minimum motion blur of 60Hz sample-and-hold is 16.7ms persistence -- translating to 16.7 pixels of motion blur during 1000 pixels/sec motion.
Even 60fps at 1000Hz will still look similar to 60Hz on a good TN 60Hz LCD.
The blur may be more consistent/mathematically linear with 0ms GtG but there'll still be nearly exactly the same amount of fuzz).
Also, persistence is proportional to frame rate (if frame rate is below refresh rate) on sample-and-hold displays, so 30fps has twice the persistence of 60fps.
To reduce 60Hz motion blur, you need things like:
-- CRT (impulsing)
-- Plasma (impulsing)
-- 60Hz strobing (impulsing)
-- Interpolation (add extra frames)
etc.
If you hate flicker/strobing, there's no choice: Go to a higher frame rate and refresh rate. One solution is ULMB with VSYNC ON which looks supersmooth (like G-SYNC) if your GPU keeps a perfect triple match (framerate = refreshrate = stroberate). But VSYNC ON adds lag, which can be partially fixed by
Low Lag VSYNC ON HOWTO, albiet still more lag than non-strobed or VSYNC OFF.
At the moment triple match during ULMB (framerate = refreshrate = stroberate) is the the closest to "blurfree+stutterfree" nirvana we can get today -- if you can tolerate strobing and a slight amount of lag.
Pick your poison.
-- Need blurfree 60Hz and can tolerate painful flicker? Use 60Hz strobing (e.g. the "60Hz ULMB" hack)
-- Need 60Hz without flicker, and live with motion blur? Use 60Hz non-strobed.
-- Want low lag, and don't mind tearing/blur? VSYNC OFF non-strobed.
-- Want no stutters at fluctuating frame rates? G-SYNC.
-- Want blurfree but can tolerate stutters? ULMB with uncapped VSYNC OFF.
-- Want blurfree+stutterfree, but can tolerate strobing? ULMB + VSYNC ON + powerful GPU that doesn't framedrop.
Etc.
The only way to solve all pick-poison scenarios simultaneously is ultra-high frame rates at ultra-high Hz. Blurless sample-and-hold and ultra-high framerates. Flickerfree, strobefree, blurfree, stutterfree.
For now, my favourite blurfree+stutterfree compromise is good strobed modes: Getting a super-powerful GPU and picking an ultrabright strobed monitors (300 nits). For some of my single-player games where lag doesn't matter, I enjoy 100Hz ULMB VSYNC ON + some lag-reducing tricks. For some newer games, 100Hz is easier to achieve the triple lock (framerate == refreshrate == stroberate) for stutterfree blurfree nirvana, and doesn't flicker too much unlike 60Hz ULMB hack. The higher the refresh rate, the harder it is for frame rate to keep up -- 100fps@100Hz ULMB looks MUCH smoother than 115fps@144Hz ULMB.
With ULMB Pulse Width (PW) adjustments, it is also possible to have 100fps@100Hz ULMB (during PW<75%) to have less motion blur than 144fps@144Hz ULMB (during PW100%), because Blur Busters Law is dictated by strobe flash length which is changeable via the "ULMB Pulse Width" setting menu item. Good info at
HOWTO: Properly Using ULMB Beautifully or Competitively. That said, I usually keep Pulse Width closer to 100% during daytime and Pulse Width much lower during night (essentially, instead of lowering Brightness, I use ULMB Pulse Width instead, to lower brightness -- to gain bonus motion clarity during brightness reductions). That said, just make sure you get blindingly bright ULMB to avoid the "dim strobing and poor colors" of most older LightBoost monitors.
Now, obviously, uncapped VSYNC OFF at full 240Hz is superior for CS:GO.... but obviously if I'm enjoying the sceneary single-player, I accept the slight lag and adjust the settings to achieve blurfree+stutterfree nirvana instead.