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Posts by Mark Rejhon

Coincidentially; two new articles about OLED motion blur (and solving it) popped up today: -- C|Net article by Geoff Morison mentions Blur Busters about OLED persistence: http://reviews.cnet.com/8301-33199_7-57617442-221/black-frame-insertion-busting-blur-from-oculus-to-lcd-tvs/ -- LinusTechTips has a video about the Oculus Rift, that apparently also mentions Blur Busters: http://www.youtube.com/watch?v=qJv_zTaIUo0 (For this one, Blur Busters is mentioned at 4:30 in...
The edits I made are on the Blur Busters site, not on that old 2012 forum thread. (Perhaps that is why you hadn't noticed the edits made shortly after our PMs). However, I didn't edit the thread because it's not properly fully editable. The word "persistence" needs to be extinct from all 5 pages of the whole thread, including other peoples' who quoted parts of my post. All pages of the whole thread needs a simple s/persistence/transition/ -- then the whole thread is...
No, that part was a misunderstanding. Didn't you see my edits of removing the word "persistence" almost immediately after around that time? (However, I am unable to edit the topic title).Either way, I've long unified to the same terminology, including in all my Blur Busters Forum posts & subsequent articles (including my GSYNC input lag tests published at Blur Busters, which will now be published in an upcoming issue of PC Games Hardware Magazine).
Hello, Thanks to the site admin for editing the post title. The topic has now been renamed. Incorrect: "LCD motion blur: Eye-tracking now dominant cause of motion blur (not pixel persistence)" Correct: "LCD motion blur: Eye-tracking now dominant cause of motion blur (not pixel transition/GtG)" Back when I posted this thread, I was using the PixPerAn motion testing tool, called "Pixel Persistence Analyzer". This old motion blur testing software application, "PixPerAn"...
More than one year ago, I had confused some terminology, mixing up GtG with persistence.However, today, the terms have been greatly clarified.This is pre-correction. Although I understood what was going on at the time, I used the wrong terminology.An old motion blur testing software application, "PixPerAn" (written in the era before good backlight strobing), perpetuated the confusion, especially as persistence was roughly equal to GtG for many years, until GtG became far...
This is false.Most DLP is usually currently fairly high persistence, so there is more motion blur on most DLP than on plasma/CRT displays, unless it uses interpolation or black frame insertion. Most DLP projectors currently fail the TestUFO Panning Map Test at 960 pixels/second, you cannot read the street name labels because of the high persistence. Just try it. Try it and weep.Transition/GtG = pixel switching/movement timePersistence = pixel static/visibility...
How low persistence is this DLP?I would root for low-persistence OLED, like the one found in the prototype Oculus goggles -- that's the real deal I'd love to see.Right now, 1ms of persistence creates 1 pixel of motion blurring during 1000 pixels/second panning motion.This has been so reliably reproduced in my tests of many modern strobe-backlight gaming displays, that I now call it "Blur Busters Law of persistence".Wearing 4K VR googles, and turning your head at, say 5000...
More 1000fps talk, in interview with Oculus:http://venturebeat.com/2014/01/14/oculus-vrs-brendan-iribe-on-the-virtual-reality-prototype-interview/
Oh -- I should add:Intrisinically, I don't think it requires much modification. Just dynamically add/remove scanlines from the blanking intervals, to pad the time until the next refresh. Long ago, you actually could use PowerStrip in the old days, and slowly increment/decrement the values on the fly without any image disruptions. So, VRR can actually be achieved this way in a pretty simple manner. The trick is modifying the firmwares on both ends to handle dynamically...
With your permission, may I crosspost your message in the GSYNC subforum on Blur Busters Forums?There's some technical/engineer types who are visiting now, that might be able to elaborate more on GSYNC versus FreeSync.I am not sure what the latency differences are, but just a few days ago, I high speed 1000fps camera tests on my GSYNC monitor with a modified mouse (LED indicator hardwired to mouse button) for button-to-pixels latency measurements via high speed camera. ...
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