Originally Posted by Mark Rejhon
To add more fuel to the fire, we eventually need OLED's capable of 1 millisecond impulse lengths for CRT-quality motion without motion interpolation, for playing console video games and computer games without motion blur at all, AND without input lag of interpolation. That requires OLED that's 16x brighter than a sample-and-hold. (1ms impulses versus 16.7ms sample-and-hold).
Ideally, native 120 Hz refresh is better, and that will only require 8x brighter (1ms impulses versus 8.33ms sample-and-hold) to have the same motion clarity as CRT without motion interpolation, and without input lag.
FWIW, PS Vita is a sample-and-hold OLED.
I am VERY curious about more specifics about impulse-driving in relationship to LED and OLED technologies. OLED is initially a fail for motion blur during video game use, unless it's got enough brightness for low-input-lag impulse-drive modes. OLED has a lot of brightness problems (unlike discrete/crystal LED's) Does anyone know if any OLED manufacturer plans to release impulse-driveable OLED's that can run at full brightness even in impulse-driven modes (as quickly on-and-off as CRT phosphor)?
To the best of my knowledge, Sony's expensive Crystal LED prototype is definitely impulse-driven as it flickers in camera video. It is also reported to have great motion quality. (unlike PS Vita OLED which has lots of motion blur). Does anyone know what the impulse length (length of pixel flash per refresh) the Sony Crystal LED is?
Has anyone ever pointed a 1000fps+ camera at the Sony Crystal LED, to determine its refresh pattern? (I've already created such a high-speed video
for LightBoost LCD's, measured to have 85%-92% clearer video game motion than a typical 60Hz LCD -- that is 7 to 11x less motion blur, thanks to impulse-driving)Edited by Mark Rejhon - 2/12/13 at 2:07pm