Discorz wrote: ā04 Jun 2025, 01:26
I also don't know a single person who solely relies on eye-tracking.
It's difficult to tell what are the exact ratios of eye/content speed vs eye/content direction, as these likely vary between individuals and different types of content. It's currently woefully under-researched territory as Chief says. The data would be very useful in determining the benefits of higher refresh rates and flicker.
There are a bunch of Tobii Eye Tracker videos online tho. I encourage everyone to try and analyse just 10 seconds of footage. Hard for head to wrap around it. But I'd dare to assume the most common case is "
scenery scanning" which is quickly moving eyes and pausing onto a moving/static object for focus. A little bit of everything is happening there. 100% eye-tracking or 100% fix-gazing are not the only combination we encounter.
One might wonder then how is it fair to do only the pursuit camera (100% eye tracking simulation) for testing? - It's not. Pursuing an moving object with solid-color background like on testufo tests only for motion clarity. Barely anyone tests for motion blurrity (apart from "faulty" stationary camera tests). There are obviously many combinations, but it would be nice to see just the very basic ones in reviews.
Agreed on everything written. It's a interesting topic to explore.
But when the refresh rates are the same, as is the case here, and one display has the ability to greatly enhance
eye-tracked motion clarity (PG27AQN w/ ULMB2) while the other one doesn't (OLED 360Hz = ~2,78ms MPRT), the objectively better pick becomes clear to me.
Doesn't it?
I assume the ratio of
eye-tracked to
fixed-gaze heavily depends on the workload as well.
e.g.: My assumption is that tracking-heavy games (OW2, Apex, Quake, spray in CS2,..) heavily rely on
eye-tracked motion clarity, while also incorporating elements of fixed-gaze (perhaps a 70-30 ratio)
For tactical FPS games (outside of spraying), I assume the ratio isn't as clear-cut (50-50 or perhaps 40-60)
There's also the variable of subpar frame pacing (rapid frame time fluctuations, high min & max) not allowing one's eyes to relax as well, perhaps even altering the ratio or the way one plays.
Not to mention that, what's good in theory cannot be translated in practice just yet as of the date of writing.
Most ESports games either have a fixed frame rate lock (Apex, Quake, OW2) or are very unoptimized for latency (CS2, soon Valorant with their UE5 "update", Marvel Rivals, PUBG...)
This means that, there's only so much leeway you can achieve in terms of tackling fixed-gaze motion clarity.
This is why I suggest LCD, as you have the software freedom (ULMB 2, in the case of OP) to tremendously lower
eye-tracked motion blur, while having similar-to-equal
fixed-gaze motion clarity as a OLED equivalent.
I think of it as 2 bars (or knobs), each representing a type of motion blur, where:
OLED is of equal heights (representing MPRT),
LCD's
eye-tracked one is greatly diminished, while having the equal height as OLED in terms of
fixed-gaze
Though, my personal bias is speaking
