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𖥸 𖦥 𝙶𝚘𝚘𝚍 𝚖𝚘𝚛𝚗𝚒𝚗𝚐 𖦥 𖧡 寒暖差疲労なってないですか? 疲労を感じたら𝐫𝐞𝐟𝐫𝐞𝐬𝐡𝐭𝐢𝐦𝐞を(▰☌ᴗ☌▰)
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This assumes VSYNC ON, not VRR or VSYNC OFF. Jitter mechanics are different with different sync technologies. Being that said, refresh rate sabotage is more visible with strobe technologies. It will need to be recolored based on MPRT, not based on refreshtime.
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Replying to @mem_ry
Where did these images come from? I'd like to contact that content creator. The numbers seem correct but the color coding needs a bit nuance -- 0.849 is green as is 0.025 is green too. So some greens are 20x jitterier than other greens. The thing is, you can see jitter that is close to refreshtime -- e.g. 1ms jitter at 1000Hz refresh rate (as long as GtG=0, not the 1000Hz LCD) - The 1000Hz-vs-500poll is color coded green yet it has the same motion fluidity as a 500Hz-500poll during mouselook. So you've degraded 1000Hz display to a 500Hz display, in that green square. Why is it color coded green?
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2-25𝐺𝑜𝑜𝑑 𝑚𝑜𝑟𝑛𝑖𝑛𝑔︎𓈒𓂂◌( ˶˙ᵕ˙˶ ☔ªᵐᵉ 今日は お給料日💰の方も多いかなぁ? ワクワクの日は 𝐫𝐞𝐟𝐫𝐞𝐬𝐡Timeも挟みながら のりきりましょーฅ(♡ơ ₃ơ)ฅ
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Blur Busters Law = 1ms of pulsewidth (PW) translates to 1 pixel of motion blur per 1000 pixels/sec. NVIDIA confirmed 25% refreshtime PW, so 1/4th persistence. So 240fps motion clarity from 60fps material, as NVIDIA says PW is nonadjustable. Also, PW demo: testufo.com/blackframes
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月曜日は 疲れが取れない方も 𝕣𝕖𝕗𝕣𝕖𝕤𝕙𝗍𝗂𝗆𝖾 ⏰´-で 明日への活力へ♪( ◜ω◝و(و "
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2025.5/21の収穫①😆 320.コカ・コーラジャックダニエル&コカ•コーラゼロシュガー 321.麒麟麦酒のどごし〈生〉進化するうまさで20年連続5億本 322.アシードビバレッジプラスREFRESHTIME無糖レモンサワー 323.サントリーZONeHYPERZONeENERGY BLACKPUNCH #コカコーラ #麒麟麦酒 #ZONe #サントリー
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There's a related read here: blurbusters.com/120vs480 LCD GtG is like a slow-moving camera shutter before/after refreshtime. You don't want 1ms GtG before/after your 1/1000sec refresh. You can get 2-3/1000sec blur instead of 1/1000sec blur during pursuit.
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Correct for games LCD. 500 Hz OLED browser scrolling will have better motion clarity than 1000 Hz LCD. I find it hard to tell 360-vs-480 LCD, but 500-vs-1000 OLED is clearer than 360-vs-480 LCD. Nonzero pixel response is like slow-moving camera shutter before/after refreshtime.
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みんなおはさや🐾 今日は #良いお風呂の日 なんだって! さやかはアロマオイル数滴入のᗰOᑕOᗰOᑕO泡がお気に入りっᥫᩣ ̖́- みんなの🅁🄴🄵🅁🄴🅂🄷𝕋𝕚𝕞𝕖⏱´-は何? 今日は【バッジあつめ📛さやゆる雑】 ♛配信時間♛ 21:00〜22:00𝕋𝕚𝕞𝕖⏱´- 明日のꫛꫀꪝ✧‧˚企画お知らせもσ̴̶̷̤ . σ̴̶̷̤ #おはようVライバー #いいねで気になった人フォロー
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Ironically, MacBooks require new "High Power" setting to stop stutters in TestUFO. It's *very* XKCD (#1172): An intentional graphics drawing busyloop to guarantee 55% refreshtime utilization to spike 0.1ms rendertimes to ~4.5ms rendertime (at 120Hz). But, it works.
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Only problem: 1. Motionblur = pulsetime on strobed 2. Motionblur = frametime on sample-and-hold (assume GtG=0ms. GtG under refreshtime not enough!) So MOAR GPU POWRZ OLED
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60fps vs 120fps = 2x motion blur difference at GtG=0.00ms. 1. 60fps vs 120fps weak on overdriveless mobile LCDs (~1.2x) 2. 60fps vs 120fps more visible on gaming LCDs (~1.5x) 3. 60fps vs 120fps very visible on OLEDs (~2.0x) Non-zero GtG pixel response adds blur, even if less than refreshtime.
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(Long reply) The number is based on the fastest smooth eye pursuit over the widest FOV over retina-resolution angular. That's found to be about ~10K elements/sec. So you need 1/10,000th that in the temporal timeline, in the sample and hold effect (strobeless). However, it can go beyond, especially if assisted by a head turn (allows faster eye tracking). In order to have motion same as static. Also, need to oversample that a bit too. Also you need large geometrics (4-8x differences in framerate=Hz), GtG=0.0000 (not just merely less than refreshtime), fast motion, retina resolution, wide FOV, to see human visible differences. 240 vs 360 = useless. Try 120 vs 1000 vs 10,000; that's where the human-benefits visible differences are, much like the blur differences of camera shutter speed (e.g. 1/120sec blur vs 1/1000sec blur). 1000fps 1000Hz sample-hold still has 8 pixels of motion blur at 8000 pixels/sec on an 8K display. Many armchair researchers (and even a few Ph.D's!) jump to conclusions, so I am just putting this out here... There are 4 human-visibility thresholds involved. Very approx magnitudes: ~10 - slideshows become motion ~100 - flicker fusion threshold ~1000 - blurs stop for 1080p 30-FOV ~10000 - stroboscopics stop for 16K 180-FOV Error Margins: Assumes GtG=0 stutter=0 framepace=perfect, framerate=Hz). This fudges around depending on variables like resolution, motions. Main Research Portal / cites in papers blurbusters.com/area51 Stroboscopic Effect of Finite Frame Rates blurbusters.com/stroboscopic… 1000 Hz Journey article blurbusters.com/1000hz-journ… Particularly, the Vicious Cycle Effect section blurbusters.com/1000hz-journ… Quest 2-3 is 0.3ms MPRT. That will require 1000/0.3 = 3333fps 3333Hz to say goodbye to strobing. VR strobes out of necessity because we don't have enough framerate & refreshrate necessary. Refresh rate incrementalism such as 240 vs 360 is useless to humankind. Only barely visible on LCD, mainly of interest to esports. Retina resolution of small screens would be low (e.g. phones), but big screens would be high (e.g. Las Vegas Sphere). You need a screen big enough that eyetracking that many pixels (e.g. 16000 pixels in 1 second) allows you to see differences between static images and moving images (e.g. blur differences, stroboscopic differences). The more time something is onscreen, the more time you have to detect something isn't equal to analog real life. For example, several LCD VR headsets (Valve Index, Quest 2, Quest 3) has ~0.3ms pulsewidths, creating 0.3ms MPRT(0%->100%). That will require 1000/0.3 = 3333fps 3333Hz to say goodbye to strobing, getting only 1/3333sec motion blur. VR strobes out of necessity because we don't have enough framerate & refreshrate necessary. Mainstream benefits is 60 vs 240 vs 1000 *and* GPU keeping up (e.g. blurbusters.com/framegen lagles framegen) to get the necessary "wow" upgradefeels. That's not happening easily, obviously. But many are unaware of upgrade quality lurking. Realistically, 1000 is probably the economical limit (for the current human generation), and framegen is capable of getting this far on current GPU tech. Also because Windows 11 has a 1000Hz limit (Windows 10 was limited to 500Hz). Again: 240 vs 360 (especially in framerate<>Hz situations) is mostly useless for mainstream humankind benefits. Only a 1.5x difference throttled to 1.1x difference due to nonzero GtG and jitters (e.g. use of VSYNC OFF in esports is good for lag but not good for zeroing jitter. Even 70 microstutters/sec at 360Hz = blends to blur like fast vibrating music string, reducing MPRT slightly via high-frequency stutter blending to blur). Stutter-to-Blur continuum (see 2nd UFO for 20 sec) testufo.com/eyetracking#spee… A lot of these perceptuals are in many different papers, but we'd love to see a more cohesive paper combining all the motion thresholds into a combined "What threshold Hz causes all temporal-perceptual weak links to disappear". I'm happy to collab on co-author / being cited / peer review. Contact me if you want to collab (whether in professional, researcher, open source, or business capacity): blurbusters.com/contact Also, there's workarounds to avoid retina Hz, for strobed headset. You can even use eyetrackers to only motionblur (add GPU blur) during eye saccades, to prevent stroboscopic effect, as one band-aid example. Would not work for a multi-viewer screen. [Bookmark this post if this post is important to your field of work]

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GSYNC Pulsar is amazing with the right content and definitely will still outperform for power users. But I have to admit blur busting without flicker is extremely ergonomic, as a revolutionary new method of blur busting. We have now witnessed framerate-based blur busting with less motion blur than flicker-based blur busting (at least early strobe backlights and BFI). Early LightBoost = 2.4ms MPRT (flicker) 480fps 480Hz OLED = 2.1ms MPRT (flickerless) Pretty impressive to see CRT motion clarity with steady-state displays (sample and hold) with zero need for any flicker/impulsing/etc. Ultra-clear panning / scrolling / turning / mouselook is quite visible at GtG=0 (not GtG less than refreshtime, GtG needs to be fully zeroed out, and that what OLEDs almost completely does).
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Replying to @x315733850
🌹🌈 こんにちは😃Reiちゃん😘ちょっと🤏RefreshTime☕️です✨ねぇ~✌️🙆😄🕺💃✨💖
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Replying to @ejLAFiLULl20OJH
🌹🌈 お疲れ様ぁ~パイン🍍ちゃん😘ちょっと🤏RefreshTimeです✨ねぇ~この後もキュートで素敵な時間⌚を過ごして下さい😊ねぇ~✌️🙆😄🕺💃✨💖
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Replying to @ejLAFiLULl20OJH
🌹🌈 こんにちはぁ~パイン🍍ちゃん😘コーヒー☕️くだちゃい😍にゃぁ~ん😻RefreshTimeにゃぁ~ん😻✌️🙆😄🕺💃✨💖
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Taking a refreshing walk in the evening air 🚶‍♀️ Nature always helps me clear my mind. Have you been on a walk lately? #EveningWalk #NatureHealing #RefreshTime #Aiart #Aiイラスト #Aiグラビア
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