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The quirks of Motionflow?

post #1 of 13
Thread Starter 
A question that i'm sure everybody has on their mind is this.

How exactly does motionflow work?

Being a huge PS3 gamer, My new 46z4100 is used primarily for games. This is where I think motionflow would help me...

Short answer, yes and no...

Yes, it reduces the "smearing" effect that is by nature, a side effects of the LCD technology, and no, it introduces a slight delay in terms of responsiveness.

Would someone be kind enough to completely explain how motionflow works?

From my understanding it is the following:

-First frame is sent into the Bravia Engine 2.
-BE2 waits for second frame
-BE2 recieves second frame and quickly interpolates the "fake" frame in between the two key frames.
-The first frame is output to the display and the second frame is held again in anticipation of the third frame.
-The third frame arrives and the second frame and the interpolated frame are output to the display.
-The third frame is held in anticipation for the fourth frame and so on...


I believe this is why there is a delay, and is especially noticeable when gaming, where your input should directly translate into on screen actions.

I believe I see a fundamental flaw with Motionflow, there will always be a delay.

Lets take Motionflow 240hz for example, the newest release from Sony.

- First frame is sent to the BE2 and held in anticipation for the next frame.
- Second frame is recieved and the two are interpolated twice, creating two intermediate frames.
- The first frame and the two intermediate frames are output.
- The second frame is held in anticipation of the third frame.

The hold delay is still there, no matter what. And that hold will only be as fast as the 60hz signal being sent to it. In other words, it won't get faster than 16ms.


What puzzles me is twofold:
How long is the processing delay to create the one or two interpolated frames?

Also, with the introduction of 240hz, since we're now seeing the first frame and an additional TWO interpolated frames, is the percieved lag reduced? How so? I think what is key here is that the Bravia Engine take no longer than 1ms to process the inerpolated frames. That way we will have a 17ms response.

I think this is the nature of 60Hz broadcast and HDMI standards. The television will always have to wait, regardless of how many interpolated frames are created between the first frame in the 60hz cycle and the second frame..... That is a constant that never changes.

You can essentially have motionflow 960hz and still have the SAME delay from the Bravia engine waiting for that second frame, that third, that fourth frame. The output (once processing is complete) can get faster and faster, but the hold and wait delay remains the same: 16ms between each 60hz frame...

In a 60hz Signal from, say, a PS3 sending out 1080p 60 how long in milliseconds is the delay from which one frame is sent to the next?

I believe the equation is 1 / 60, which would be .016 or 16ms.

So the equasion for the Motionflow delay would roughly be:

Delay = 16ms (for a standard 60hz PS3 game) + (time it takes for Bravia Engine to actually process interpolated frames) + LCD response time (usually 2.5ms)

There is one constant in that equasion... the 16ms will never change unless the HDMI / Bluray standard is updated to support 120hz. The rest, such as lcd response time and bravia engine processing time can be reduced to something like 1ms.

So, by being generous, one could assume that a 25+ms delay would be normal when Motionflow is enabled.

This can be addressed by updating the PS3 firmware to output 120hz natively... but that would suggest that ps3 games should be capable of rendering at 120+ frames per second.... most of which only run at 30 or 60.

Apologies for my brain spillage... But I think Motionflow is an interesting technology forced to conform to prehistoric standards.

My intentions for this thread are to get some minds storming about how exactly this technology works... What you've read are my guestimations.
post #2 of 13
Thread Starter 
bump... anyone care to clarify the "lag" caused by motionflow?
Does anyone know if such latency can be overcome?

I found out that HDMI can actually support 320hz over 1080p connections. So my argument becomes invalid, in a way.
post #3 of 13
My understanding is that the main purpose of motion interpolation is to smooth out movement. It is probably not designed with too much concern for input lag. I presume that is why motion interpolation in Game Mode on these TVs is typically disabled.

For non-interactive content like movies (24fps), the user will not notice if it takes some time to prime the interpolation buffers before the first frame is made visible and audio delayed. Keep in mind, that these engines may need/use more than two frames to perform the movement predictions. They may also implement motion blurring and blending techniques to make the image appear even smoother. As well as determine that an object has stopped or will no longer be in the scene. For example, if they can analyze four frames instead of two, they may be able to detect that the motion of a ball is not linear and may generate the intermediate frame differently where the ball is closer to the curve instead of a straight line.

As far input lag. A lot of games run at 30fps in order to spend more time giving us better visual effects. And other games that do run at 60fps, don't lock to 60Hz and allow the gaming console to drop below 60. Anyway, if they take a game running at 60Hz and use two frames for tweening then I would think that the input lag would would simply be ~16.6ms + LCD response time as you say.

Assuming an interpolated frame takes worst case 8ms to generate, this is what I would infer the TV is doing:
120Hz Frame Time (ms) Input Process Display Frame
0 0.00 Receive Frame 0 Blank
1 8.33 Blank
2 16.67 Receive Frame 1 Interpolate 0-1 Frame 0
3 25.00 Frame 0-1
4 33.33 Receive Frame 2 Interpolate 1-2 Frame 1
5 41.67 Frame 1-2
6 50.00 Receive Frame 3 Interpolate 2-3 Frame 2
7 58.33 Frame 2-3
8 66.67 Receive Frame 4 Interpolate 3-4 Frame 3

For the 240Hz case. If they are able to generate the intermediate frames fast enough (4ms), then I think you would still suffer the same lag (16ms) assuming they don't require even more frames for fancier motion detection.
It may look something like this, if they insert 3 frames in between two 60Hz frames.
240Hz Frame Time (ms) Input Process Display Frame
0 0.00 Receive Frame 0 Blank
1 4.17 Blank
2 8.33 Blank
3 12.50 Blank
4 16.67 Receive Frame 1 Interpolate 0-1.1 Frame 0
5 20.83 Interpolate 0-1.2 Frame 0-1.1
6 25.00 Interpolate 0-1.3 Frame 0-1.2
7 29.17 Frame 0-1.3
8 33.33 Receive Frame 2 Interpolate 1-2.1 Frame 1
9 37.50 Interpolate 1-2.2 Frame 1-2.1
10 41.67 Interpolate 1-2.3 Frame 1-2.2
11 45.83 Frame 1-2.3
12 50.00 Receive Frame 3 Frame 2

Another thing that compounds the problem is that some games are written with one, two, or even three frames worth of lag already, to deal with full frame deferred rendering and multiprocessing. So by the time you hit the button to respond to a game action, you may be seeing a frame from 50ms ago. Turn on MotionFlow or AMP and you make it even worse. However, the games that are most sensitive to input lag may address these issues by running fully at 60fps, not buffering up frames, and/or providing a calibration method (i.e. Guitar Hero/Rock Band). Fighting games, twitchy shooters, and some sports games is where it gets frustrating. Adventure games or RPG games, you'd probably be fine with full MotionFlow.

So, I'd say, turn off motion interpolation and play the game at its native frame rate. And turn it up to High for movies. I personally enjoy the soap opera effect. I think movies at 24fps is archaic and should be made obsolete. I doubt it was originally intended as something stylistic.
post #4 of 13
Thread Starter 
Chopin, really good information. Thanks.

Your post should be starred as it clarifies plenty about this very misunderstood technology.

However, we are making the assumption that motionflow 240hz only samples in between 2 frames.. If it samples more, we're back to the same delay 120hz motionflow has, or worse... Theoretically, the Bravia Engine doesn't need to be updated between 120hz and 240hz as it is apparently the same algorithm split between more frames..... It's just a faster LCD panel.

Anyways, most of our information is speculative. We don't know how many frames motionflow samples, and we can't account for how much time the Bravia Engine takes to process the tweened frames... nor any processor, not only Sony's.

Personally, even with lag included, I enjoy motionflow for gaming... Running my z46 Bravia in Game mode makes it snappier, but at the cost of clarity of motion, pixels just start blurring together and that makes twitchy shooters harder when your target is moving. To each his own.

I think someone from inside the industry needs to shed a little light, without giving away who they work for or who's technology they're explaining... I understand the need for secrecy though.
post #5 of 13
The more video processing, the more lag. It's not rocket science.
post #6 of 13
Thread Starter 
sorry to revive a dead topic, does anybody else have any input on this interesting subject?
post #7 of 13
what is the interaction between motionflow and cinemotion set to auto1?
post #8 of 13
This is an interesting topic I am curious to find out.

So far I have been playing GT5 with Motionflow High and Cinemotion Auto 1. I have not experienced much input lag. I plan to try playing with both Motionflow and Cinemotion off to see if I can feel a difference.
post #9 of 13
Quote:
Originally Posted by wreckshop View Post

what is the interaction between motionflow and cinemotion set to auto1?


I find that with Cinemotion on Auto 1, the "3D pop effect" is much more obvious, but there are more artifacts than when cinemotion is OFF.

I prefer cinemotion on auto 1 though. Looks the best imo
post #10 of 13
Quote:
Originally Posted by whitetrash66 View Post

I find that with Cinemotion on Auto 1, the "3D pop effect" is much more obvious, but there are more artifacts than when cinemotion is OFF.

I prefer cinemotion on auto 1 though. Looks the best imo

Auto1 not only does an inverse 3:2-pulldown if necessary but also enables motion estimation (M.E.), should be useful for interlaced video.

M.E. also potentially creates artifacts and the soap opera effect (some people don't like what you call "3D pop effect" for movies) so there's a trade-off.
post #11 of 13
I just want to say that I am blown away by gaming with motionflow on the Sony kdl-46z5100 I bought a couple days ago. There is a "gaming" preset that disables basically all image processing to (almost) eliminate "input lag", but use the "sports" preset for the "high" motionflow, etc. and see the perceived framerate of your game basically triple. The input lag is hardly noticeable, and you don't feel it at all with games like Dragon Age: Origins, which is beautiful but as such is a little choppy without motionflow. The motionflow changes the game. The motion is fluid and your eyes lock onto and follow objects that are panning much more easily, and you can see them clearly when they're moving fast. I'll stop gushing now, but I had to throw in my two cents. Don't hate me for my 240Hz motionflow.

Even with the "sports" preset with its heavy motionflow, the input lag is I would say less than 200ms, purely unscientific and based on moving a mouse cursor around. Totally unnoticeable depending on the game. I wouldn't try it with Super Mario 3, but I would venture that you wouldn't feel it at all with many games.

Marcus

Edit: I forgot to mention that the "input lag" of the set was reduced noticeably by using the online software update feature of the television. If you get this set, be sure to update it.
post #12 of 13
I read something about Sony motion flow "impulse" which is specifically designed for gaming. That is great news if you say that your Sony has minimal input lag with the motion flow on. To me this is always been the holy grail of LCD gaming. I hate the motion blur effect on 60 Hz panels and have been waiting for something that will give me 120 Hz or above without noticeable input like.

I'm not so much a twitch counterstrike player, but I really like to play first-person shooters and slowly pan my mouse around and admire the environments. It's really hard to do so when your eyes are strained because of the 60 Hz motion blurring.

There's also a group of people on various forums and at the blur busters website or looking into the 120 Hz PC monitors that support Nvidia like this technology which is a struggling backlight that also reduces motion blur by up to 90%. Wow, I know that's insane. But the largest of these monitors are TN panels and 27 inches, and I really prefer the colors of large TVs at least 32 inches.

Still, I'm really glad that gaming and smooth motion is coming to fruition now and although I probably won't be buying the Sony right away, I will keep my eyes peeled for the next year or two to see how this technology develops. I'm just waiting to pull the trigger on a 32 inch TV that can do simulated 240 or 480 Hz smooth motion with minimal input lag. And yes I play with my PC hooked up to my TV.
post #13 of 13
Thanks for bumping a 3 year old thread
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