Discorz wrote: ↑23 Nov 2021, 14:19
I noticed. Refresh rate and moving speed are almost same thing. But can't figure out why. This is confusing because curve has same shape throughout refresh rate range (without applied overdrive). As refresh or speed change it stays consistent but
'scales in other axis'? Wouldn't that mean response times don't matter? Just push highest refresh rate possible and you're good? I'm missing something here.
Check out
www.testufo.com/blurbusterslaw for a great demonstration of Blur Busters Law.
- Assuming GtG near 0, the motion blur of all 3 UFOs is identical.
- A motion twice the speed at twice the frame rate has the same motion blur.
- Try it on a fast-GtG 240Hz LCD display or 120Hz OLED display.
- When GtG is nearly 0 (with GtG90% less than a refresh cycle), Blur BusteLaw looks like it scales linearly.
When GtG=0, display motion blur math undergoes a beautiful "E=mc^2" style simplification which I've deemed Blur Busters Law.
Blur Busters Law can also be read in a frametime perspective on sample-and-hold displays, because 60fps looks the same blur at 60Hz, 120Hz, 240Hz.
1ms of frametime translates to 1 pixel of motion blur per 1000 pixels/sec
Half the frame time = half the motion blur
Twice the speed = twice the motion blur
It all beautifully balances out at
www.testufo.com/blurbusterslaw
When GtG nonzero, it's more of a muddy curve.
When GtG is zero, it's linear and not a curve.
That's why Blur Busters Law is a simple linear math relationship!
The good news is that modern displays have near zero GtG. Like 240Hz 1ms IPS LCDs with great overdrive tuning, that are running at only 60Hz or 120Hz. GtG is so fast that it's an insignificant error margin when you underclock a high-Hz LCD so vastly massively, that it behaves like GtG=0 because most of GtG is so tiny of a frametime. By the time GtG is 90% then 95% then 99%, the object has moved ahead only one or two pixels -- creating ultratiny GtG ghosting that may not even be human visible (below human visible noisefloor). The MPRT blurring so dominates the blur.
Let's take the 60fps on an ultra fast 240Hz IPS LCD with one of the fastest pixel responses and best overdrive tuning. Now, imagine 16.7ms of MPRT blurring and 1ms-3ms of GtG90% blurring, and you get the idea of how almost all the blur you see at 60fps on a 240Hz IPS LCD, is pretty pure MPRT blur. It then look similar to eyes more like OLED behavior rather than LCD behavior.
However, there's a minor technicality
Also, 60fps at 240Hz also means a 4-pass refersh, so LCD GtG of 60fps at 240Hz sometimes is slightly faster than LCD GtG at 60fps at 60Hz on the same 240Hz LCD, because the pixel gets four voltage boosts per refresh cycle, slightly speeding up GtG a little bit. This does not always happen, but it's a subtle behavior, sometimes not human visible, but it does happen to some LCDs whose overdrive tuning is more optimized to 240Hz than 60Hz. Multipass refresh cycles (e.g. low frame rates on high Hz) sometimes have a way of
re-kicking the GtG soccer ball faster to its goal line. Imagine kicking the soccer ball 4 times instead of 1. The problem is that the monitor chips (scaler/TCON) metaophorically have to be a faster soccer player, for GtG to speed up instead of GtG to slow down. It's a double edged sword that varies LCD to LCD. But the GtG heatmap of the XG2431 is probably better for 60fps-at-240Hz-on-240Hz-panel than 60fps-at-60Hz-on-240Hz-panel, though I have not seen reviewers test this effect yet (testing the same frame rate at higher/lower Hz).