OD 100 FPS DO 240 FPS
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OD 100 FPS DO 240 FPS
We are fairly accustomed to watching videos or shows that are played at a 24- to 30-frames-per-second rate. Movies shot on film are shot at a 24-frame-per-second rate. That means that 24 images flash past your eyes every single second.
Even when a pixel finishes its GtG transition from one color to another color, a fully refreshed pixel can stay continuously visible or static until the next refresh cycle. Thus, GtG and MPRT numbers are different.
Even though GtG pixel response time has become faster (e.g. 1ms), the MPRT has not gotten faster because MPRT is limited by refresh cycle visibility duration, and by frametime. High MPRT creates a longer sample-and-hold effect caused by eye-tracking.
Even though GtG can be fast, the MPRT can still be slow. Even for 60Hz OLED displays, the MPRT100% of most 60Hz displays is always at least 1/60sec = 16.7 milliseconds. This creates display motion blur even with instantaneous or near-instantaneous GtG. See Why Does Some OLEDs Have Motion Blur.
Accomplishing (A) in current technology, is often done via a strobe backlight such as LightBoost or ULMB found in motion blur reduction. See Motion Blur Reduction FAQ.
Accomplishing (B) in current technology, is often done via upgrading to a higher refresh rate along with a faster GPU. 240fps at 240Hz can have one-quarter the display motion blur of 60fps at 60Hz. See Official List of Best Gaming Monitors.
As a rule of thumb, MPRT is more linked to frame rate on an sample-and-hold display. The motion blur of 60fps can look identical on a 60Hz, 120Hz and 240Hz display, since a lower frame rate creates a longer pixel visibility time (longer persistence) on a sample-and-hold display.
It is possible for the same panel to have a higher GtG than MPRT (some strobe backlight driven LCDs). Conversely, it is also possible for the same panel to have a lower GtG and a higher MPRT (OLED panels creating motion blur). Ideally, GtG and MPRT must be simultaneously very low to eliminate motion blur.
Instead of being controlled by the refresh rate, the motion blur (persistence, MPRT) of an impulsed display is controlled by how long a pixel is visible for: The length of the backlight flash, at one flash per refresh cycle.
The faster the GtG, the easier it is to hide GtG in darkness between strobed refresh cycles! As a result, it is now possible to have MPRT numbers smaller than GtG numbers, if the panel GtG pixel response is hidden unseen from eyes in the dark period between backlight strobe flashes.
There is a valid reason why manufacturer GtG specifications are often more aggressive than real-world GtG numbers. Measuring equipment often fail to successfully measure 100% of a pixel response. Reason include noise margins in measuring equipment (especially near blacks) and extremely slow pixel response in old displays that sometimes never perfectly reached 100% even after many refresh cycles.
This can miss the first 10% and final 10% of the GtG pixel response curve, which may sometimes still be human-visible. Measuring electronically is more reliable with cutoff points, especially back in the old days. The same standard 10%-to-90% cutoff thresholds have persisted today.
On an 8-bits-per-channel display (24-bit color), there are 256 different grey levels for each channel (red, green, blue). Different shades can have different GtG pixel transition speeds from one source color to one destination color. Thus, there are thousands of different GtG numbers for the same panel!
There are over 60,000 possible source-to-destination color combinations (256256). Many display manufacturers, testers, and reviewers have to test a subset of these GtG color combinations and average them, such as testing 1717, or 99, or 55 such as these charts.
This means some monitors have GtG colors more than 10x slower than the fastest GtG number measured. In addition, these are usually only VESA GtG 90% numbers. VA panels usually have slower worst-case GtG than for IPS and TN panels.
There are large GtG differences in different colors on some panel technologies such as VA, especially at colder temperatures, GtG can change by several milliseconds due to temperatures being a few degrees lower. Lower temperatures slows down LCD response significantly, especially in cold rooms in mid-winter.
While MPRT90% is much more accurate in representing display motion blur than GtG90%, there are now some situations where MPRT becomes slightly less accurate the more GtG converges to instant 0ms, and perceived motion blur can be up to 25% more than the MPRT Number (100%:80% range = 1.25x).
Blur Busters tends to use the full 0% to 100% where practical, using MPRT100% instead of MPRT90% (in the scientific paper). A 120Hz ideal sample-and-hold display has identical motion blur (MPRT100% = 8.333ms) as a 1/120sec photo shutter for the same physical panning velocity of full frame rate material.
With GtG becoming less and less of an error margin for MPRT in the era of ultra-high-Hz displays, the MPRT100% motion blur measurement number (milliseconds) is now reaching an equivalence to the motion blur caused by a camera photograph shutter speed, for the same milliseconds count. This equivalence is achieved assuming that the motion material on the display has no source-based blur, and all the blurring is purely persistence (MPRT) blur.
This specially-designed animation partially separates GtG effects from MPRT effects via spatial strobing. Make sure you turn off your blur reduction mode (strobe backlight) when viewing the above animation.
The 90% measurement cutoff threshold is arbitrary, only intended to make scientific measurement easier. However, in the era of the Vicious Cycle Effect (higher resolutions and higher refresh rates making artifacts easier to see), artifacts beyond the cutoff threshold are becoming easier to see.
The scientific measuring equipment 10% cutoff threshold is useful to make electronic measurements easier, due to noise margins in measuring equipment such as photodiode oscillscopes. However, it overlooks increasingly human-visible artifacts beyond the 10% to 90% measurement cutoff thresholds.
Also, it is not possible to read the street name labels of the TestUFO Panning Map Test At 3000 Pixels/Second unless MPRT is less than 1ms. At 3000 pixels/second, 1ms MPRT100% still generates 3 pixels of motion blurring, completely obscuring 6-point text.
Manufacturers too frequently quote pixel response numbers without mentioning MPRT or GtG. We reward manufacturers that quote both GtG pixel response numbers and MPRT pixel response numbers.
Hello , im kinda confused here , if i mainly play FPS games and actually aim trainers that involve very fast movements what would be my better upgrade option to get the least blur ? Asus VG249QR1 or BENQ Zowie xl2411k r something else if you would recommend at the same price category ? and how big is the difference ?
So lets say a monitor that has a VA Panel with 1ms MPRT VS A monitor with a TN Panel 1ms GtG. The TN 1ms GtG would be better since it doesnt rely on strobbing or blur reduction backlights? Sorry I dont understand much, Im just wondering which one would be better in gaming
Oh okay i will check on the new 1ms GtG IPS but what if i dont care about the colors too much and just want the best latency or input lag ? Would i get GtG then since MPRT can be affected in many ways like tempature?
So GtG is better since it doesnt need strobbing or some blur reduction backlight? Lets say A VA Panel with 1ms MPRT VS A GtG 1ms TN. Would The GtG 1ms TN would be better since its a TN panel and doesnt need some type of support like strobbing/backlight? Sorry I dont know much but im just curious which one is better for gaming overall
The latency of a system with an NVIDIA RTX graphics card is halved compared to a GeForce GTX 750 Ti, and nearly 6 times less than a system without a GeForce GPU. So one surefire way to lower latency is to get higher frame rates, by upgrading your GPU or other components that may be capping your FPS.
In the first slice of our data, we charted the K/D performance in Fortnite and PUBG of the median player for each GPU generation. We used the GeForce GTX 600-Series as a baseline, and calculated the relative increase in kill/death ratio as it corresponds to each successive GPU generation. As the chart above shows, the median player using new GeForce RTX 20-Series graphics cards had a 53% higher K/D ratio compared to a player using the older GTX 600-Series cards.
To get a final perspective, we wanted to see how K/D and GPUs related to monitor refresh rates. While more powerful GPUs and higher frame rates can help smoothness and reaction time on their own, the full benefit of higher frame rates gets unlocked when the refresh rate of the monitor is able to keep pace with the GPU.
So this time, we compared the difference in K/D for the median player using our GeForce GTX 10-Series and GeForce RTX 20-Series GPUs with 60 Hz, 144 Hz and 240 Hz monitors, respectively. Since we were interested in understanding the effect of high frame rates, we limited this sample to players using a resolution of 1080p, as higher resolutions can impact FPS.
For years, gamers thought that the magic FPS number to hit was 60 FPS, and many believed you only needed 144 FPS if you intended to compete in esports tournaments. As the data in this article shows, however, everyday players of Battle Royale games that use fast graphics cards and high refresh rate monitors tend to achieve significantly better results than players with older, slower graphics cards and 60 Hz displays. 041b061a72