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Ahhh...I understand now.

You're talking about motion blur created from eye tracking, rather than slow pixel response like I had assumed.

Meh, I don't see it as a problem, really. And as frame rates get higher, it becomes even less of a problem, as the distance an object moves across the screen between each frame is less. I'm already running at 144 fps, and I'll probably be looking for 240 fps in a few years.



> Meh, I don't see it as a problem, really

You personally might not see it as one, but it objectively is. Whether or not you personally are bothered by it is irrelevant to the reality of sample and hold displays poor motion handling. I am happy to hear it does not bother you, and I wish I could be you, however I am not. Probably a side effect of until not too long ago, having spent my entire life with displays that were not complete garbage in this aspect.

> And as frame rates get higher, it becomes even less of a problem

I have the best hardware today money can buy, but cant reach my 240hz capability now in any relatively modern title. It mostly only helps in esports/far older content. It also ignores the fact that we have decades worth of content that will never exceed 60FPS that looks terrible today on modern displays, and will continue to do so.

> I'll probably be looking for 240 fps in a few years.

240fps has made my usage of modern displays far more tolerable, still cant touch a CRT though. I'll be moving to 480hz OLED soon enough to further improve that. However all of these increased refresh rate displays suffer from the same issue.

Not everything can or will run at the refresh rates required to take advantage of the reduced motion blur, not even with top of the line hardware. This will probably eventually be resolved with software/hardware based framerate amplification, but we aint there today and probably wont be for at least another half decade or more.




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