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LCD motion blur: Eye-tracking now dominant cause of motion blur (not pixel persistence) - Page 2

post #31 of 141
Quote:
Originally Posted by xrox View Post

The new FFD from panasonic is somewhat of a mystery to me. Firstly, even with the emission time at 0.4ms the effective hold time will still be several milliseconds due to phosphor decay. Secondly, the patent literature suggests it is only a local effect (i.e. - applied only to the portion of the frame that is in motion).

That might explain how they avoid flicker to a degree, but you are saying only part of the screen is refreshed, or that subfields can vary pulses locally? - that is new to me. I suppose there is no raster scan from top to bottom like crt/lcd.
post #32 of 141
Quote:
Originally Posted by borf View Post

That might explain how they avoid flicker to a degree, but you are saying only part of the screen is refreshed, or that subfields can vary pulses locally? - that is new to me. I suppose there is no raster scan from top to bottom like crt/lcd.
I have found no direct reference to the FFD operation. I've only found patents that may be FFD but do not explicitly state so. What is mentioned in the patents I've found is that a motion detector identifies which portions of a single frame are in motion. When configuring the subfields for that frame the portions that are in motion are only allowed to use the last subfield. The static portions are allowed to use all subfields.

Available subfields for static portions:
S1,S2,S3...........,S10

Available subfields for motion portions:
S10 only (S10 is 0.4ms long in PWM)

This means the hold time for the portions in motion is 0.4ms. It also means since only one subfield is available there must be massive dithering and error diffusion to produce a useable image in that area of the screen.
post #33 of 141
Quote:
Originally Posted by Mark Rejhon View Post

Theoretically, specially motion-compensated subfields could greatly reduce the increased dithering noise during fast motion -- I wonder how Panasonic's FFD handles the ramp up to the peak output, perhaps they have discovered a way to pulse (dither) creatively along the motion vector to keep the dithering consistent while the eye is tracking -- as a result, greatly reducing noise during motion. But that would contradict against the need to ramp up the same gas cells to peak. (xrox, any comment?)
Increased dither during high speed motion sounds like a biproduct of using less subfields when motion is present. Gray levels in PDP are made either subfield combinations or by dithering (temporally and spatially) and error diffusion. If you reduce the number of subfields than you must revert to more dithering to obtain enough gray levels.

I'm not sure what you meant by ramping to peak output.

Cheers
post #34 of 141
Thread Starter 
Quote:
Originally Posted by xrox View Post

Increased dither during high speed motion sounds like a biproduct of using less subfields when motion is present. Gray levels in PDP are made either subfield combinations or by dithering (temporally and spatially) and error diffusion. If you reduce the number of subfields than you must revert to more dithering to obtain enough gray levels.
I'm not sure what you meant by ramping to peak output.
I am referring to the middle graph you posted:

effectivedutycycle.jpg

I'm referring to the concept of motion-compensated subfield dithering -- and essentially asking if FFD uses that at all -- e.g. say, creatively positioning and timing the dithering along the motion movement vector, so that you eliminate motion blur without needing to compress the pulses nearly as much. Like doing motion interpolation, but applied to subfields. Like short pulse at position X, then longer pulse at position X+1, even longer sustained pulse of output at position X+2, and so on. But that would complicate with the need to start the same gas cells with shorter pulses and ramp up to longer sustained illumination like in your graph, since you're now pulsing different gas cells when attempting to ramp up to the longer bursts of illumination -- limiting your ability to do this?

Picking your brain. You are the plasma expert in this thread, and I'm interested in some of the technicalities behind advanced plasma motion-blur reduction techniques, including the subtleties behind FFD.
Edited by Mark Rejhon - 11/13/12 at 10:46pm
post #35 of 141
Panasonic have been using motion compensated sub-fields for a number of years.
Quote:
Originally Posted by Panasonic 
To ensure smooth and judder-free pictures, VIERA NeoPDP employs innovative 600Hz Sub-field Drive with Intelligent Frame Creation Pro. This is a Panasonic's unique image-analysis processor that converts the motion in each scene into sub-fields. The sub-fields are then optimised to display fast action scene in Full HD (1920 x 1080) resolution with amazingly smooth motion. Each frame is displayed for a shorter length of time than in previous processor - virtually eliminating unsightly smearing & after effects.
post #36 of 141
Thread Starter 
Quote:
Originally Posted by Chronoptimist View Post

Panasonic have been using motion compensated sub-fields for a number of years.
Great, a confirmation from one of the plasma knowledgeable members here. Conceptually, it's similar to interpolating 600fps, and then basing the subfields off that, to keep the dithering along the motion vectors as much as possible.

Do you have any information about specifics about how motion compensation can interact with dithering - how much you can prevent the colorspace from degrading during fast motion, when using motion-compensation during sub fields? (slight increase in dithering versus massive increase in dithering). I would imagine that low contrast moving edges (e.g. bright gray edge chasing a slightly darker gray edge) would have no increased dithering because the cells are already 'hot' -- while a bright edge chasing a black edge, would have greatly increased dithering at the moving edge because the cells are cooled-off and need to be ramped up in illumination burst length yet (per xrox's diagram). Related question -- can plasma cells be ramped up from a cold state (pixels that have been off for many frames) to a very bright white 0.4ms long burst of light (FFD), without any pre-pulses needed, given the right plasma driver?

I know far more about LCD displays than plasmas, but can appreciate the science of plasmas.
Edited by Mark Rejhon - 11/14/12 at 5:43am
post #37 of 141
Quote:
Originally Posted by Mark Rejhon View Post

I am referring to the middle graph you posted:
effectivedutycycle.jpg
I'm referring to the concept of motion-compensated subfield dithering -- and essentially asking if FFD uses that at all -- e.g. say, creatively positioning and timing the dithering along the motion movement vector, so that you eliminate motion blur without needing to compress the pulses nearly as much. Like doing motion interpolation, but applied to subfields. Like short pulse at position X, then longer pulse at position X+1, even longer sustained pulse of output at position X+2, and so on. But that would complicate with the need to start the same gas cells with shorter pulses and ramp up to longer sustained illumination like in your graph, since you're now pulsing different gas cells when attempting to ramp up to the longer bursts of illumination -- limiting your ability to do this?
Picking your brain. You are the plasma expert in this thread, and I'm interested in some of the technicalities behind advanced plasma motion-blur reduction techniques, including the subtleties behind FFD.
I'm still not sure what you mean but some technical aspects that might be important.

- Panasonic drive system enables selective activation of subfields. There is no need to ramp up. If you only want to use subfield 5 or 10 then that is possible.

- Motion compensation of subfield timings was historically done to improve false contouring, NOT hold time. See the following old paper on this topic.
http://www.es.ele.tue.nl/~dehaan/pdf/54_Sid_pdp_mc.pdf

- This relatively new "compression" of the light emission period (hold time) in PDPs is not well documented in the literature. As a result I can only speculate on its detailed operation. I think it involves reducing the number of available subfields when motion is present. This shortens the hold time and increases dither. The dither increases because with less subfields available, there are less combinations available, and therefore halftoning is required to create enough gray levels.
post #38 of 141
Quote:
Originally Posted by Chronoptimist View Post

Panasonic have been using motion compensated sub-fields for a number of years.
Isn't IFC a frame interpolation system? As for sub-fields and motion, Panasonic has stated that a system similar to FFD has been in products since 2009. Not many details on how it works. If you find anything let us know. The FFD graphic is really confusing as it suggests that the light from all 10 subfields can be emitted in only one subfield time period (i.e. - 0.4ms).
post #39 of 141
Quote:
Originally Posted by Mark Rejhon View Post

Related question -- can plasma cells be ramped up from a cold state (pixels that have been off for many frames) to a very bright white 0.4ms long burst of light (FFD), without any pre-pulses needed, given the right plasma driver?
I know far more about LCD displays than plasmas, but can appreciate the science of plasmas.
It is a problem that PDP manufacturers have been working on from the beginning. Special materials that emit exoelectrons are coated on the cell and help initiate fast response discharge. Panasonic drive system enables selective firing of subfields by employing a reset pulse before each subfield (i.e. - initialization pulse) that both controls the wall charge of the cell and create seed electrons for fast response discharge.
post #40 of 141
Thread Starter 
Quote:
Originally Posted by xrox View Post

I'm still not sure what you mean but some technical aspects that might be important.
- Panasonic drive system enables selective activation of subfields. There is no need to ramp up. If you only want to use subfield 5 or 10 then that is possible.
Quote:
Originally Posted by xrox View Post

It is a problem that PDP manufacturers have been working on from the beginning. Special materials that emit exoelectrons are coated on the cell and help initiate fast response discharge. Panasonic drive system enables selective firing of subfields by employing a reset pulse before each subfield (i.e. - initialization pulse) that both controls the wall charge of the cell and create seed electrons for fast response discharge.
Interesting. I had been wondering about this. So, this would mean, that nowadays:
Quote:
- Motion compensation of subfield timings was historically done to improve false contouring, NOT hold time. See the following old paper on this topic.
Right, that's a good reference.
That said, nowadays (combined with Panasonic's drive system) that would mean, theoretically, you could use the motion interpolation techniques too, to increase temporal dithering while keeping motion blur down. (That said, it'd have the disadvantages of interpolation, such as increased input lag and potential interpolation artifacts, if this is done by any plasma.) Do you know if any plasmas do this nowadays?
_______

Funny how we're doing lots of plasma talk in a thread about LCD displays. So I will attempt to slowly steer this thread back onto topic.
Edited by Mark Rejhon - 11/15/12 at 4:50pm
post #41 of 141
Thread Starter 
Recently, I've pointed a point-and-shoot camera running at 1/600sec shutter on my LCD monitor (which was adjusted to maximum brightness and displaying continuous movement in a PixPerAn style pattern). It's not a high speed camera, but its live preview was taking fast samples of the sensor, apparently -- discovered this by accident on a Panasonic Lumix while holding the shutter halfway down while tracking the camera on a moving object onscreen. During the live preview mode on the camera (running at 60fps almost in sync with the computer monitor LCD), the object displayed on the preview LCD (showing an image of the object of the LCD screen that the camera was pointed at) -- the object was much sharper on the preview screen than the in the motion on the actual display the camera was pointed at! (This also happened to accidentally proves that my scanning backlight will have some major benefit even for an older "2ms" 60Hz TN LCD). The stroboscopic effect of capturing 1/600sec samples at 60fps (even if by accident, just for the Live Preview screen -- not being recorded), eliminated more than 80% of LCD motion blur, when I intentionally panned the camera manually (while in live preview mode, shutter half down) along the moving object onscreen. The same motion-sharpened effect will be observed under a strobed backlight. And this was just an old 60Hz TN display (Samsung 226BW computer monitor from 2006). Not a modern 120Hz display. I've become pretty confident I'll at least be able to eliminate 95%+ of motion blur, on a modern 120Hz-native computer monitor display, when running in full-strobe (non-scan) mode -- no backlight diffusion worries in the full-strobe mode.

Now, this brings some two (strange, experimental) ideas:
-- Modifying a shutter glasses transmitter to make LCD shutter glasses run in 2D operation: Briefly open and close both shutter quickly. This provides the short impulse effect, instead of using the backlight. Although this is not a practical method due to the dim image, it's an interesting experiment one could theoretically cheaply try without needing to do any modifications to a monitor. (It could be as simple as recording the IR sample, modify the IR sample, and play it back to the shutter glasses receiver in synchrony with a refresh, or it could be an Arduino electronic circuit modifying the shutter glasses signal in real time).
-- (more practical): Benchmarking motion blur with a camera tracking moving objects (like eye tracking). Build an Arduino-powered camera rail that is programmed to precisely move a point-and-shoot camera at exactly the same speed as a moving object on the screen. This would be a reliable electronic way to simulate eye-tracking, and actually scientifically measuring eye-tracking-based motion blur. I took a few test photographs while trying to manually pan the camera along a moving object on an LCD display, and was (with some difficulty, in about 1 out of 10 attempts) able to catch an accurate representation of what the human eye saw when eye-tracking a smoothly moving object onscreen.

Building an electronic camera rail that slid the camera along the motion vector (horizontal for simplicity, and it's the common "scene pan" case anyway), would allow more precise scientific measurement of eye-tracking motion blur, and easily scientifically measure "Honest Motion Ratios". The rail would be programmed with the pixel pitch of a display, and a test pattern would run the motion at an exact pixel rate. A video reviewer or benchmarker would set up the rail in front of the display where an "X" was displayed on the display. Upon the trigger of a screen flash driven by the test pattern (white on-off), a photodiode detector in the rail, would immediately start the rail running, and a standard camera (e.g. Canon with a firmware modification) would take a slow 1/10th second photograph while the camera is exactly moving along the rail following the moving on-screen object (to an accuracy of less than 1 pixel inaccuracy). For example, an object moving in a test pattern at 960 pixels per second (16 pixels per refresh), would have 16 pixels of motion blur at 60Hz LCD (well, potentially 18 pixels if you include the 2 milliseconds of pixel response time -- but as we now already know, eye-tracking is the dominant cause of motion blur). It would be 8 pixels of motion blur at 120Hz, then 4 pixels of motion blur at 240Hz, and theoretically just 1 pixel of motion blur on a Samsung "CMR 960" display -- even in that slow 1/10sec photograph taken while the camera was electronically moving to follow the motion. The 1/10sec photograph would ensure that ALL tracking-based motion blur is caught by the camera. (We are all familiar how a slow shutter can make photos blurry due to camera shake). The moving object would have a fine-pixel-pattern that allows you to count exactly how many pixels of motion blur there was, when the moving camera photographed the moving object. at a slow shutter speed.

This would finally allow the invention of "Honest Motion Ratio" -- a measured motion blur measurement, much like measuring contrast versus manufacturer claimed contrast.

For example, a Samsung CMR 960 display may end up having a measured "Honest Motion Ratio" equivalence of 560. (e.g. instead of being a 960 rating, it could actually be a measured 560 rating -- i.e. exactly the same same motion blur as a theoretical 'perfect' 560fps@560Hz display -- if you measure that a moving object has 560/60ths less motion blur than a 60Hz display, as measured from the number of pixels of motion blur in the photograph taken from the slow-shutter camera on the moving rail -- 560/60 equals 9 -- if the motion blur trail was 9 times shorter than the motion blur trail on 60Hz LCD)

This "Honest Motion Ratio" could be a more universal benchmark that is more directly comparable between displays, than the arbitrary "1080 lines of motion resolution" found in moving test patterns on Blu-Ray (which IMHO, is mostly meaningless because there's no single universal standard moving test pattern). The "Honest Motion Ratio" (actual scientifically measured motion blur) would be comparable across all displays, and maybe could become a universal motion blur measurement, for all future magazine reviewers, and blog reviewers to use, if we could find a way to somehow cheaply develop instructions for a precision camera moving rail that can be built for less than $200. (e.g. $100 Canon camera with a CHDK custom firmware, plus $100 of hobbyist motors and Arduino electronics). It would need to move fast enough at a sufficiently precise speed, so it'd need to be easily calibratable (e.g. with a certain kind of verification test pattern)

It's probably too complicated right now to be reliably simple for testers (yet), but it would be nice if this was the universal standard of actual scientific motion resolution measurement -- it's far more universally comparable, much like measured contrast ratios. Imagine if some manufacturer decided to step up to the plate and manufacture this for reviewers, and also made it available for rental.

Such "Honest Motion Ratio" actual measurements would cut through the "hype" and "false marketing", by measuring actual motion blur benefit of plasma FFD, scanning backlights, black frame insertion, and other "display voodoo" (Some that works wonderfully, and some that don't nearly as much) Much like how reviewers measure contrast ratios to debunk exaggerated contrast ratios. And putting a honest measured equivalence number behind those "CMR", "XR", "SPS", "2500Hz FFD", etc ratings.

The PixPerAn (motion test software) "chase" test is a similiar concept -- you narrow the gap until you've got the chasing moving object just barely touching the blur trail of the next moving object. This can also be used as a simpler method (but unfortunately more _subjective_ method) of calculating a "Honest Motion Ratio". The moving camera rail could certainly be set up in front of that test pattern or similar, for a more objective / scientific measurement of motion blur. The actual photographs being published online would be quite interesting to compare, even between different display technologies, CRT, LCD, plasma, etc.
Edited by Mark Rejhon - 11/15/12 at 9:41pm
post #42 of 141
Thread Starter 
Quote:
Originally Posted by xrox View Post

IIRC current models have ~3-5ms RG and older models were ~8-10ms RG or more. CRT phosphors were/are much faster AFAIK.
xrox, I accidentally came across a Panasonic UT50, one of the 2500 FFD plasmas. It certainly looked very flickery for a plasma, so it was certainly doing very short impulses. So I can confirm a few things from visual observations:
(1) It uses motion interpolated subfields. I clearly recognized common motion interpolation artifacts. I imagine motion interpolation could be turned off.
(2) It definitely looked like it was squeezing impulses into a tighter time period than other plasmas; this plasma display was very flickery in a bright room. (It flickered like a CRT, moreso than other plasmas). In a dark room, it wouldn't be a problem - - flicker is good for reduced motion blur, anyway, if that's your goal.
(3) It had about a 5ms phosphor decay. There was a panasonic full-framerate moving ticker-tape demo that was moving text/graphics across the screen in 3 seconds (For a 1920-pixel-wide screen, that would probably be text moving at 600 pixels per second -- a conveniently programmed moving-ticker-text rate). I observed 3 pixels of trailing yellow-colored ghost (RG phosphor decay artifact). At 600 pixels per second, there's 10 pixels jump per uninterpolated 60Hz frame in 1/60sec (16.6ms). That translates to one pixel every 1.66 millisecond , so 3 pixels of yellow ghosting trail (red/green phosphor decay) is equal 5 milliseconds at that moving ticker tape text rate.

I'm actually quite surprised phosphor decay is still this bad, even today, in plasmas. The Panasonic FFD wasn't reducing motion blur as much as I expected-- the 5ms phosphor decay gives it only a honest, measured Motion Equivalence Ratio of only about 200 (1000ms / 5ms = 200) -- only about 3.5 time sharper motion than sample-and-hold 60fps@60Hz. That's not even an 80% motion blur reduction. No wonder CRT still is superior to plasma. Nontheless, this was the best plasma I've seen in terms of motion blur -- it had less motion blur than all the other plasmas in the store.

Back to topic, the very, very good news: I've recorded enough data to confirm LCD panels (3D optimized) can easily have less motion blur than plasma (even Panasonic 2500Hz FFD) when using a 150-watt-per-square-foot impulse-driven LED backlight smile.gif .... That's expensive, but doable for about $300 of LED's in a 24" monitor. My design goal is 95% motion blur reduction (0.5ms backlight flashes every 8ms refresh at 120Hz, or using 1ms backlight flashes every 16ms at 60Hz. full strobe mode). The video game motion quality will be stunning. The metric I won't be able to meet, is have as good grayscale/black levels as this plasma... which looked pretty good even on the uncalibrated UT50.
Edited by Mark Rejhon - 11/22/12 at 7:17pm
post #43 of 141
Thread Starter 
This is an old thread, but here's some new information to contribute to this thread. Manufacturers are finally starting to do this; adding a strobe backlight to displays! The new LightBoost LCD monitors, just recently released, have been observed to eliminate motion blur, just as I have predicted.

I have obtained two of these monitors for testing, the VG278H and BENQ XL2411T.
High speed video of LCD pixel persistence being successfully bypassed by a LightBoost strobe backlight:



It clearly shows that the pixel persistence is kept in total darkness, and the backlight is strobed only when pixels are practically fully refreshed. I've also developed a guide on how to force-enable LightBoost for 2D and desktop use, not just 3D. There's also another third party guide.

Blur Busters Blog Guide:
HOWTO: Zero Motion Blur on LightBoost LCD Monitors

TechNGaming Guide
Eliminate Motion Blur While Gaming With NVIDIA LightBoost!

It is noteworthy that these are TN panels, so color quality is not all that good. There are multiple third party reports of "It's like a CRT!" from a motion blur perspective, good for FPS gaming such as Quake Live or Team Fortress 2.
So at least -- zero motion blur LCD's have finally arrived for video gaming!
Edited by Mark Rejhon - 2/22/13 at 3:33pm
post #44 of 141
Fascinating. I've always wondered if LCD motion blur was going to come down to the sample and hold issue as lower and lower response times have failed to address it over the years.

The results of that LightBoost monitor are very promising, especially considering this is a commercial product and not a home modification. I don't really care about 3D, but If LCD could be made motion blur free it would end up being an excellent technology for gaming displays (black levels aside). The problem I see at the moment is that the hardware required to run most "modern" games at a steady vsynced 120 fps is basically unreasonable (may not exist in some cases). It would certainly require SLI, which in turn can introduce frame timing errors that could ruin the effect (aka microstutter).

So here's my question: I know this would require some software trickery (likely even drivers from nVidia), but wouldn't it technically be possible to vsync 60 fps to 120 hz just by frame doubling? You'd still be able to run the backlight strobe at 120hz, eliminating the 60hz CRT flicker effect, but it wouldn't require running games at 120fps (which largely limits us to older games or extremely low visual settings).


I know it's several months old now, but in response to the discussion about Plasma that was going on:
I have an ST50, which (in the US) has the "2500 FFD" feature. I was originally going to return it for one of the 2012 Samsungs due to the poor IR performance on the Panasonic (how did this get worse in the last 5 years instead of better?), however after spending some time with the Samsung I've seen that, by comparison, the ST50 does indeed have significantly reduced motion dithering. The motion dithering on the Samsung was severe enough that it bordered on high end LCD territory in terms of breaking up moving details (especially text). I don't have nearly the technical knowledge required to determine how/why this is true, but it's definitely the best motion handling I've seen on a display since I retired my Sony CRT.
post #45 of 141
Quote:
Originally Posted by headlesschickens View Post

So here's my question: I know this would require some software trickery (likely even drivers from nVidia), but wouldn't it technically be possible to vsync 60 fps to 120 hz just by frame doubling? You'd still be able to run the backlight strobe at 120hz, eliminating the 60hz CRT flicker effect, but it wouldn't require running games at 120fps (which largely limits us to older games or extremely low visual settings).
Nvidia have supported V-Sync at 1/2, 1/3, or 1/4 refresh rate in the drivers for a long time now.
post #46 of 141
Quote:
Originally Posted by Chronoptimist View Post

Nvidia have supported V-Sync at 1/2, 1/3, or 1/4 refresh rate in the drivers for a long time now.

You're right, I'm an idiot apparently. I'd love to hear from someone who's tried this... Everything I can read about the LightBoost trick is fairly insistent that you need to get games running at 120 fps, but I'm wondering if this just isn't something they've tried (most of them seem to be into older competitive games where 120 fps itself could be considered an advantage).

Edit: Now that I think about it, this probably doesn't even matter. I assume the screen strobes at 120hz regardless of the framerate being rendered. It'd end up with bad tearing (and maybe some stutter) but I suppose you wouldn't need vsync of any kind to make it work. Everyone's likely talking about 120fps because they're trying to also remove as much stutter as possible, and at 8ms it's not something you're likely to notice very easily.
Edited by headlesschickens - 2/1/13 at 7:05am
post #47 of 141
Quote:
Originally Posted by headlesschickens View Post


SLI ...can induce microstutter.

60 fps to 120 hz just by frame doubling?

I didn't know microstutter was still an issue with SLI.
They should have fixed that by now you'da thunk.

Lightboost must run at 120fps.
Everyone assumes you can double or repeat frames without consequences.
If someone walked down the street, repeating every step, what would happen.
They would judder or blur or both (depending on the repeat frequency) and that's what happens.
So you're adding back the artifacts Lightboost is trying to get rid of.
Plus it's unnatural and impossible to track. Bad for videogames (ok for movies).
post #48 of 141
Quote:
Originally Posted by Bill View Post

I have a 73" crt-rptv and an LCD display. Believe me, the motion blur is in the LCD. Just watch close ups of actors faces, wiith little movement there is blur on the LCD. I imagine DLPs are very good also. The theater DLPs are grreat but they are three chip DLPs.

It's why I still love my Mitsubishi 65813. No motion blur, no eye fatigue, beautiful color.

I won't budge from it until there are affordable, large panel OLEDs.
post #49 of 141
Quote:
Originally Posted by borf View Post

I didn't know microstutter was still an issue with SLI.
They should have fixed that by now you'da thunk.

Lightboost must run at 120fps.
Everyone assumes you can double or repeat frames without consequences.
If someone walked down the street, repeating every step, what would happen.
They would judder or blur or both (depending on the repeat frequency) and that's what happens.
So you're adding back the artifacts Lightboost is trying to get rid of.
Plus it's unnatural and impossible to track. Bad for videogames (ok for movies).

I'm not disagreeing but I'm trying to understand why that would be the case in this situation. It's my understanding that films have been doing this for years, doubling up frames to reduce the perceived "black" time on the screen, and hence flicker.

Assuming I'm already comfortable with the amount of smoothness you can get at 60fps (I understand that at 30fps judder is terrible obviously), I'm not sure how this would change anything on an LCD. Since it's sample and hold, the existence of 2 identical frames that last 8ms vs 1 that lasts 16ms should be perceived as exactly the same thing. The only difference is that we're introducing a strobe every 8ms. Is the idea that this would contribute to the appearance of judder by essentially giving the brain this same frame as a separated image twice in a row? I suppose that might actually make sense... have you seen this effect in person?

It'd be interesting if NVidia would get behind the use of LightBoost for 2D, because they might then be willing to support other refresh rates directly. 60hz might feel too much like a bad CRT, but I bet at 80-90 it would be reasonable.

RE: SLI
It's supposed to be much better with the 6 series cards than it used to be. To be honest the biggest source of stutter in games these days is probably actually intel HT. Not going to be true in ever game engine, but the majority of the games I've tried will stutter with HT on and run smooth without it. I would assume that the engine doesn't properly ID which are the "real" cores and ends up giving tasks to a real core and its virtual that are intended to run simultaneously, which isn't going to work out.

More of an issue than that is that 2 680's will not really double your performance, and you may still struggle to hit 120 frames/sec in anything modern. Getting up to 3 cards reaches the absurdly expensive territory but has even less of an impact on performance (though supposedly it does largely remove microstutter when you run 3x SLI).
post #50 of 141
Quote:
Originally Posted by borf View Post

I didn't know microstutter was still an issue with SLI.
They should have fixed that by now you'da thunk.
Nvidia have done a really good job minimizing it with the 600 series, particularly with SLI on a single card as we have with the 690. (and will likely see in future with dual 670/660 cards)

It's a difficult problem to solve without introducing additional latency though, and a lot of the current testing methods are flawed.
Quote:
Originally Posted by borf View Post

Lightboost must run at 120fps.
Everyone assumes you can double or repeat frames without consequences.
If someone walked down the street, repeating every step, what would happen.
They would judder or blur or both (depending on the repeat frequency) and that's what happens.
So you're adding back the artifacts Lightboost is trying to get rid of.
Plus it's unnatural and impossible to track. Bad for videogames (ok for movies).
That's not true, it does not require 120fps. All it requires is the display to be operating at 120Hz, so that you eliminate motion blur on the LCD panel with backlight scanning. Higher framerates will produce a smoother image with less judder, but lower framerates should have minimal impact on motion blur with this type of backlight scanning.

When you have no backlight scanning and are dealing with a sample & hold display (with backlight scanning, LCD becomes an impulse-type display) higher framerates absolutely do impact motion blur though, which is why interpolation works on HDTVs.
Quote:
Originally Posted by headlesschickens View Post

It's supposed to be much better with the 6 series cards than it used to be. To be honest the biggest source of stutter in games these days is probably actually intel HT. Not going to be true in ever game engine, but the majority of the games I've tried will stutter with HT on and run smooth without it. I would assume that the engine doesn't properly ID which are the "real" cores and ends up giving tasks to a real core and its virtual that are intended to run simultaneously, which isn't going to work out.
This should be less of an issue if you are running Windows 7, and I believe, even further reduced with Windows 8.
Quote:
Originally Posted by headlesschickens View Post

More of an issue than that is that 2 680's will not really double your performance, and you may still struggle to hit 120 frames/sec in anything modern. Getting up to 3 cards reaches the absurdly expensive territory but has even less of an impact on performance (though supposedly it does largely remove microstutter when you run 3x SLI).
Actually, a lot of games do scale almost linearly these days, and I don't know why you would be struggling to hit 120fps at 1080p. I have an overclocked GTX 570 (performs more like a stock 580) and virtually every single game stays above 60fps at 1080p. (I won't tolerate framerates below 60)
post #51 of 141
Quote:
Originally Posted by headlesschickens View Post

It's my understanding that films have been doing this for years, doubling up frames to reduce the perceived "black" time

Yes, the low framerates flickered.
Instead of raising the framerate (expensive) they doubled frames which added judder.
Then to lessen the judder they had to add motion blur (shutter blur).
This mess of flicker/judder/blur is the standard "movie experience".
But i wouldn't want it for games (where i actually need to see)

Quote:
Originally Posted by headlesschickens View Post

Is the idea that this would contribute to the appearance of judder by essentially giving the brain this same frame as a separated image twice in a row?


Judder is tangible. Repeat projectons form multiple images on a moving eye. Something like:
1) object appears at position 1 and projects onto eye at spot 1
2) object disappears at position 1, eye temporarily retains imge at spot 1
2) eye moves to position 2 expecting object to be there
3) object instead re-appears in position 1 and projects onto eye at spot 2
4) same image projected on two different parts of the eye = double image.


Quote:
Originally Posted by headlesschickens View Post

I bet at 80-90 it would be reasonable.

Agree, i don't know any displays that can do it myself
Edited by borf - 2/1/13 at 3:31pm
post #52 of 141
Quote:
Originally Posted by Chronoptimist View Post

Nvidia have done a really good job minimizing it with the 600 series, particularly with SLI on a single card as we have with the 690. (and will likely see in future with dual 670/660 cards)

That's good to know. Not an SLI fan here but if one can maintain a 20 player Farcry3 session at 120hz & 1080p that would sure validate Lightboost.
Quote:
Originally Posted by Chronoptimist View Post

it does not require 120fps. All it requires is the display to be operating at 120Hz, so that you eliminate motion blur

But you are talking about frame repetition, which would directly counter Lightboost's blur reduction.
Those high frequency repeats will blur together into one long frame due to image persistence.
It would become a 120hz sample and hold display again and it's back to where you started.
(Actuality it would be a very ugly blur/ judder combination from first hand experience)

fps=hz forever.
post #53 of 141
Quote:
Originally Posted by borf View Post

That's good to know. Not an SLI fan here but if one can maintain a 20 player Farcry3 session at 120hz & 1080p that would sure validate Lightboost.
I haven't played multiplayer Far Cry 3, but the single player never dropped below 60fps on my GTX 570. A 680 should be at least 50% faster, and two should have no trouble staying above 120fps.
Quote:
Originally Posted by borf View Post

But you are talking about frame repetition, which would directly counter Lightboost's blur reduction.
Those high frequency repeats will blur together into one long frame due to image persistence.
It would become a 120hz sample and hold display again and it's back to where you started.
(Actuality it would be a very ugly blur/ judder combination from first hand experience)
It shouldn't increase motion blur by much at all, being an impulse-type display when lightboost is enabled. It would be worse than 120fps, but not by much at all. You would definitely experience judder though. Judder ≠ motion blur.
post #54 of 141
Quote:
Originally Posted by Chronoptimist View Post

Judder ≠ motion blur.
Yea technically Lightboost is all about reducing motion blur. If the real goal is increased motion resolution/ acuity though, shouldn't judder be managed also.
I enjoy my Gtx 570. Its great but has not been tested with Farcry3.
post #55 of 141
Thread Starter 
I own both a BENQ XL2411T and ASUS VG278H, both of which supports LightBoost.
Some info I would like to add:

.....Yes, judder needs to be managed. You need fps=Hz. LightBoost is only supported at 100Hz through 120Hz. So you need to run fps=Hz, such as 100fps@100Hz, or 120fps@120Hz. No judder, no motion blur, no ghosting, no coronas, no plasma noise, no RTC overshoots (especially on newer 1ms monitors. This is because both pixel persistence and RTC overshoots are kept in total darkness, and strobe occurs when pixel transitions are finished). As a result, it looks like CRT motion. The primary picture quality problem is TN LCD color quality and black level, but these panels have the most "perfect CRT motion" effect of any panel ever made; even beating out plasma (due to 5ms red/green phosphor decay).

.....Yes, 60fps@120Hz looks worse. I see it with my own eyes too. Yes, it also looks even looks worse than CRT 60fps@60Hz. borf's explanation is fairly accurate. Your eyes are continuously moving when tracking a moving object, so frame repetitions give you a double exposure effect at different positions on your retinas. This causes a doubled-up edge effect during fast motion (much like 30fps@60Hz, but at halved distance between the edges) and is reported by some users in the LightBoost thread on HardForum and Overclock.net forums. Multiple confirmations.

.....You gain a competitive advantage during online gameplay. The lack of motion blur allows you to identify enemies faster while moving around, circle strafing, and anything that causes fast pans. Multiple confirmations, not just myself. See quotes below.

.....Amazingly, "1ms" actually makes a difference compared to "2ms" because of less crosstalk between refreshes. (Good for 3D, but also good for strobe backlight 2D). That means if you want LightBoost, the best monitors are the ASUS VG248QE and BENQ XL2411T since those are 1ms monitors. Other monitors that have the strobe backlight feature (often poorly advertised): ASUS VG278H, ASUS VG278HE, BENQ XL2420T, Samsung S27A950D, and Acer HN274H. The list will be kept up to date in my LightBoost HOWTO.

.....Display-induced motion blur below human detectable levels. Yes, there's still a slight amount of motion blur if you do extreme tests. For the most part, motion blur on CRT and LightBoost monitors is below human detectable levels in normal gaming. Most motion blur you see is human-brain induced, with the display no longer adding its own motion blur from its own technological limitations (e.g. sample and hold).

.....Several games run at 120fps just fine. I'm using just a single nVidia Geforce GTX 680. Games such as Portal 2, Battlefield 3, BioShock 2, Team Fortress 2, Quake Live, Counter Strike, etc, easily manage to stay at 120fps (once fps_max is raised). With a 680 SLI, you can also get Crysis 120fps, too. These are still great games, even if older.

.....LightBoost strobes is between 1.4ms to 2.4ms depending on config, according to my photodiode oscilloscope tests. PixPerAn motion tests also agree; motion becomes more than 80% clearer compared to a regular 120 Hz LCD, and more than 90% clearer compared to 60 Hz LCD. I can even count single pixels and jaggy edges in objects moving at 960 pixels/second. You can adjust the strobe duration via adjusting the LightBoost setting in the OSD, between 10% and 100% (but not at "OFF" setting). The picture gets darker if you adjust to shorter strobes, but that's good if you're gaming in a dark room anyway. There has been many positive confirmations of LightBoost doing an impressive job of replacing a CRT (if you don't care about color quality).

.....You can turn off LightBoost. These are excellent general-purpose 120 Hz computer monitors anyway. Some like LightBoost, some don't like it. A matter of personal preference.

.....It includes the pros and cons of CRT including flicker, however;
- It runs at 120 Hz refresh, so flicker is not a problem to most people. (not all, but most)
- It eliminates over 90% of motion blur compared to a 60Hz LCD (1.4ms versus 16.7ms)
- Today we have panels that have nearly no crosstalk between refreshes (a requirement for 3D).
- It's the first strobe backlight that a few desktop PC gaming CRT die-hards put away their CRT's
Some people have put away their Sony FW900 CRT's now -- because it looks just like a CRT in motion (even if not color).
Quote:
Originally Posted by Vega 
Gaming on this monitor is a pleasure as far as motion clarity is concerned. As a FW900 aficionado, this monitor with the right settings can have just as clear of motion. While the FW900 does have superior image quality, you also have a smaller image (22.5" versus 24"). Using NVIDIA driver 313.96, enabling Lightboost has been a fairly painless experience (although as some others have found out there is a bug in which under certain circumstances your computer will start pausing and behaving extremely sluggishly when adjusting 3D settings). Interestingly enough, the monitor seems to like to stay "stuck" in LB mode, even after adjusting settings in the control panel. This is actually a boon for those of us that bought this monitor for 24/7 LB mode like myself.
Quote:
Originally Posted by Baxter299 
way to go vega enjoyed your review and pics ..thanks for taking the time .got my VG248QE last friday .replacing my fw900 witch is finally taking a rest in my closet .
Quote:
Originally Posted by Romir 
Thanks for the timely review Vega.
I went ahead and opened mine and WOW, it really does feel like my FW900. I haven't tried a game yet but it's down right eerie seeing 2d text move without going blurry.
Quote:
Originally Posted by Transsive 
Then yesterday I, for some reason, disabled the 3d and noticed there was no ghosting to be spotted at all in titan quest. It's like playing on my old CRT.
original post
Quote:
Originally Posted by Inu 
I can confirm this works on BENQ XL2420TX
EDIT: And OMG i can play scout so much better now in TF2, this is borderline cheating.
original post
Quote:
Originally Posted by Terrorhead 
Thanks for this, it really works! Just tried it on my VG278H. Its like a CRT now!
original post

So if you want the world's sharpest motion during PC video gaming on a FLAT PANEL, and you have at least a Geforce GTX 680, you're pretty much ready for a LightBoost display. (NOTE: You do not get the color quality and black level benefit of CRT. Just the "perfectly-sharp-looking motion" benefit).
Edited by Mark Rejhon - 2/5/13 at 11:28am
post #56 of 141
"It's like a CRT now" - there are more visual benefits to CRT than little to no motion blur.
post #57 of 141
Thread Starter 
Quote:
Originally Posted by vinnie97 View Post

"It's like a CRT now" - there are more visual benefits to CRT than little to no motion blur.
Correct, but we're talking about enthusiast PC gamers with high-end systems. Many have disliked LCD motion blur during fast action. You gain a competitive advantage during online gameplay, when you can identify enemies faster without motion blur while moving. Some of these desktop PC gamers have specifically said they aren't as concerned as much about colors, as the LCD motion blur problem.

Case in point -- User "Vega" from HardForum.com keeps a high-end Catleap 2B IPS 1440p LCD (120Hz overclock) monitor most things because it has excellent color quality, but apparently also likes to play the games on his ASUS VG248QE TN 1ms LightBoost monitor, because it has over 7x less motion blur (Catleap 2B actual measured 10.1ms versus VG248QE actual measured 1.4ms as measured from motion test software). Keeping high-definition pixel-sharpness even at fast panning speeds (1000 pixels/sec) is a sight to behold during fast movement in twitch FPS games for some of these enthusiasts. Completely blur-free pans that look as sharp as a stationary image.

For several of these gaming enthusiasts, clearest possible motion is the #1 numero uno image quality criteria.

So it depends on your goals. Games? PhotoShop? Movies? etc.
Edited by Mark Rejhon - 2/5/13 at 11:06am
post #58 of 141
OK, makes sense if properly considering context. Thanks for bringing the proper focus. wink.gif
post #59 of 141
Quote:
Originally Posted by Mark Rejhon View Post

All three pre-requisites have now been largely solved for high-performance scanning backlights. This means it is now possible for LCD panels to have the same perfectly fluid motion that CRT displays have. The next move is to put the technology pieces together!

My Panasonic 37D2 LCD supposedly has backlight scanning, inserting black frames. Yet it has just as much motion blur as my other LCD (5 year old Samsung A650).

Are there LCDs where this backlight scanning actually works, giving you CRT like motion without interpolation?
post #60 of 141
Thread Starter 
Quote:
Originally Posted by VarmintCong View Post

My Panasonic 37D2 LCD supposedly has backlight scanning, inserting black frames. Yet it has just as much motion blur as my other LCD (5 year old Samsung A650).

Are there LCDs where this backlight scanning actually works, giving you CRT like motion without interpolation?
Home theater displays or computer displays? Regardless, I will answer the question from the perspective of computer monitors.

It has been common that backlight scanning only gave small, incremental improvement in motion blur -- e.g. 20% improvement, 30% improvement. Often, these are not noticeable. It is only recently that strobe backlights have been developed that actually provide dramatic elimination of motion blur (90% improvement). This is because of a new turn of development...

Your A650 is not a shutter-glasses 3D monitor, correct? Having "3D" makes a huge improvement to scanning backlight abilities even for 2D. The reason is shutter-glasses 3D more strictly requires panels to refresh faster. This is because pixels must finish transiting before the next refresh, or 3D shutter glasses would not have been possible. The improved pixel transitions made possible by 3D panels, hugely benefits scanning backlights when doing non-3D operation. Backlights can be flashed on virtually completely-finished pixels rather than partially-finished pixels. So if you truly want the zero motion blur effect on an LCD, you really need a good shutter-glasses-compatible LCD panel with pixel transitions that don't leak fully into the next refresh (crosstalk between refreshes).
Even if you're not interested in 3D; because such panels work _much_ better with scanning backlights.

Newer panels do make a huge difference; you Today, some 120Hz computer monitors made in the last 12 months, show a dramatic improvement in motion blur when playing PC games with the strobe backlight enabled. These 23" and 27" models use a full-panel strobe backlight at 100Hz-120Hz, which actually was measured to reduce motion blur by nearly order of magnitude (relative to a standard 60 Hz LCD), and beyond an order of magnitude in certain cases. The models that most successfully bypass the sample-and-hold effect, with a true measured Motion Picture Response Time (M.P.R.T.) of around 2.0 millisecond (and less) are the following models.

Via following "LightBoost HOWTO" (to enable the strobe backlight mode in 2D) (requires nVidia graphics card)

- BENQ XL2411T (best; near zero crosstalk, lowest input lag)
- ASUS VG248QE (best; near zero crosstalk)
- BENQ XL2420T
- ASUS VG278H
- ASUS VG278HE (more crosstalk than VG278H)
- Acer HN274H

Via enabling "3D mode" via OSD, which eliminates motion blur in 2D too (because of strobe backlight):

- Samsung S23A950D (slight crosstalk, slight added input lag)
- Samsung S27A950D (slight crosstalk, slight added input lag)

None use interpolation, and as a result, 100% PC video game friendly. You do need a powerful Geforce GTX 680 or faster to get 100fps@100Hz or 120fps@120Hz, as strobe backlight operation is not supported below 100 Hz on these monitors.

Recently, the BENQ XL2411T and ASUS VG248QE was measured to have a 1.4 millisecond MPRT, true impulse-driven, putting it in CRT league for a common medium-persistence phosphor CRT computer monitor. Since the backlight flashes for about that long when the LightBoost setting via OSD is at the 10%-20% setting. The picture is a bit too dim though, so at a more realistic brightness, the MPRT is about 2 milliseconds. Most 60 Hz LCD's are measured to have an MPRT's about 10 times higher than that (even when LCD pixel response is 2ms or 5ms) due to the sample-and-hold effect 1/60sec = 16.7 milliseconds.

There is a motion test called "PixPerAn" from prad.de that allows people to verify motion blur and trailing/ghosting artifacts. With a LightBoost monitor, when enabling LightBoost, all trailing artifacts are virtually gone on the BENQ XL2411T and ASUS VG248QE, to nearly unnoticeable levels. It also means nearly no crosstalk during 3D operation. It requires a magnifying glass to see them:

This is a moving image (BENQ XL2411T and ASUS VG248QE) with the LightBoost strobe backlight enabled.
If you sit at a normal arm's length viewing distance, no visible ghosting, no trailing, no coronas, no RTC overshoots.

(Credit: OCBurner from HardForum.com)

Magnification, you can only barely see it:

(Credit: imgur from overclockers.co.uk)

So, as you can very clearly see, pixel persistence ceased to be the motion blur barrier.
It is pretty apparent in these images, even though these are stationary-camera rather than pursuit-camera images.

Even at speeds of 960 pixels per second, you can see the individual pixels -- the pixels are no longer motion-blurred (at LightBoost setting of 20%). You can even perfectly read the tiny "I NEED MORE SOCKS" text even when the car is zooming from left edge to right edge of the screen (1920 pixel wide) in just 2 seconds. No LCD's have been able accomplish such motion blur elimination until recently.
(Caveat: The image does become darker with the strobe backlight operation, and colors quality is not as good)

Blogger References:
TechNGaming.com: Eliminate Motion Blur While Gaming With NVIDIA LightBoost
3D Vision Blog: Take advantage of Lightboost for 2D gaming
pcgameshardware.de: Lightboost strobe hack
The Blur Busters Blog (my blog)

Forum References:
Thread on HardForum (hugely popular thread)
Thread on Overclock.net (hugely popular thread)
Thraed on overclockers.co.uk

Alas, these are not home theater displays.
But it does answer the question, "Are there LCD's that have CRT-sharp motion clarity without interpolation?" -- which is finally a YES if you're using a computer and want to play video games (Games like Half Life series, Crysis, Counter Strike, Bioshock 2, Team Fortress 2, Battlefield 3, etc). I'm specifically talking about motion blur, of course -- not color.
Edited by Mark Rejhon - 2/22/13 at 3:35pm
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