Pixel Persistence & Motion Blur as Fast As Possible

Techquickie ·Techquickie ·2015-05-07 · 1,215 words · ~6 min read
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0:00 So, you got your expensive graphics card, your overclocked octaore CPU, and
0:04 more memory than a freaking elephant. But when you're playing the latest AAA
0:08 games on your PC, or really anything else, for some reason, things don't seem
0:13 quite right. Especially when you're looking at a scene where a lot of things
0:17 are moving around at once or the camera's panning. Because even with all
0:22 that horsepower under the hood, motion blur is a problem on even the most
0:27 powerful rigs. And if you're gaming on a VR headset like the Oculus Rift, it can
0:32 be even more distracting. Now, to be clear, we're not talking about the kind
0:36 of motion blur that is intentionally added to a game in post-processing. What
0:41 we're talking about is unintentional motion blur caused by excessive pixel
0:46 persistence. You see, an electronic display, whether it's a computer monitor
0:50 or a headset or a phone, is made up of millions of individual pixels that
0:54 change their brightness and color to create an image that you see. So,
0:59 whenever the image on the screen changes, which is nearly constantly if
1:03 you're playing a game that isn't Pong, the pixels cannot respond
1:07 instantaneously. With a typical LCD monitor, there's actually delay of a few
1:12 milliseconds before the pixels can actually change. Now, while there are
1:16 fast response monitors which have a delay or response time of just 1 or two
1:21 milliseconds, which helps to cut down on motion blur significantly, even those
1:26 don't completely solve the problem. In fact, even if a zero millisecond monitor
1:32 existed, there's still an issue with how LCD displays actually show images to us.
1:38 Like other pieces of digital hardware, an LCD display works by sampling image
1:42 data it gets from the computer many times a second and displaying the
1:46 samples as a series of still images.
1:49 These still images are then displayed at a rate equal to your screen's refresh
1:53 rate, usually 60 Hz, and your brain interprets this as movement. However,
1:59 your eye is not a piece of computer hardware, unless of course your name is
2:02 Adam Jensen. Human eyes are really good at perceiving differences in fluid
2:07 motion. And while high refresh rate displays that operate at 144 hertz or
2:13 even higher look great, they still can't
2:16 completely fool our brains just by showing us a series of static images.
2:21 And as if the problem of motion blur weren't bad enough on computer monitors,
2:25 it's much worse if you're using an Oculus Rift or VR headset like I
2:30 mentioned before. While motion blur might just be an annoyance if you're
2:34 gaming in 2D on a desktop PC, it can actually make you sick on a 3D display
2:40 like the Oculus Rift. Because these headsets work by surrounding your field
2:45 of vision in immersive 3D environments, motion blur in these situations can make
2:49 you feel physically out of balance with
2:52 your surroundings and cause a very similar nausea to what you'd feel in a
2:57 car or an airplane in the same situation. So, the solution itself is a
3:02 pretty simple idea. Well, let's just cut down on how long individual pixels are
3:07 displayed so that we don't we're not out of sync. But how are display
3:10 manufacturers going to accomplish this? Well, one way is through a technique
3:14 called backlight strobing. Typically, modern LCD monitors are illuminated by a
3:19 backlight that's always on. However, in a display that uses backlight strobing,
3:24 the backlight instead switches on and off rapidly, reducing the amount of time
3:29 that you actually see each pixel. This is very similar to the way that CRT
3:34 displays, which were, you know, for the kids that weren't alive in the time of
3:38 the dinosaurs, which are those old tube things that existed before LCDs came
3:43 onto the market, and is the reason that CRTs have historically been better at
3:48 displaying scenes with fast motion, at least to our eyes. There are a number of
3:53 monitors on the market that feature backlight strobing combined with high
3:56 refresh rates to reduce motion blur as much as possible while still maintaining
4:01 the picture quality and low energy consumption, not to mention the space
4:05 savings of a flat panel LCD. Of course,
4:09 it's also possible to ditch the backlight altogether and go a different
4:13 route. So, the consumer version of the Oculus Rift features a display based on
4:17 organic LEDs or OLEDs. OLEDs can
4:20 generate their own light through the use of specialized organic compounds. But
4:25 more importantly for gamers, OLEDs have a very quick response time, much faster
4:29 than the pixels in a conventional LCD. And not only does this cut down on
4:33 motion blur on its own, the low response times allow OLEDs to interpolate frames
4:39 easily, meaning that your system can guess missing frames in a given second
4:44 to match your display's frame rate. Or if you're just watching a movie recorded
4:47 at the usual 24 FPS and you want your experience to be less cinematic, I guess
4:51 it could do that, too. So whether you're gaming in 3D using a headset or just a
4:56 monitor with 3D glasses, these technologies will help you do your thing
5:00 without feeling like you're on some kind of vomit inducing carnival ride.
5:04 Speaking of vomitinducing carnival rides, our sponsor today is Fractal
5:08 Design. And boy, do we have a treat for you. Instead of telling you guys about
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5:17 products, we're having Luke wrap up here. Look, we had this conversation
5:22 already. I told you I have to host this because you just can't do a good enough
5:25 job of it. So, I'm super done. I'm sick.
5:28 This is ridiculous. I've I've been trying to build this company for like 2
5:32 years. We don't have to roll the camera on this. Like, okay, look, if you need
5:35 to talk about this, then you need to talk to yourself about how you run the
5:39 company. No air conditioning. People are like overheating all the time. Um, I'm
5:44 working while I'm sick. I have to get my doctor's appointment because I have to tape you up. Look, I think What even is
5:49 that? Like I've been sick for like 2 months. I finally get a doctor's
5:53 appointment with my family doctor and you don't you make me not go because of
5:56 masking tape. Well, I think you're I think Look, okay, but we were supposed
6:00 to have you do the spot and you were supposed to do Josh's thing. I get
6:05 dragged into the office and I have to film this. It's not like I wanted to
6:10 like Okay, you know what? Just I'm done.
6:14 We'll talk later. No, I'm just done.
6:23 You
6:28 um so sorry. I hope that wasn't too awkward. Guys, like the video if you
6:32 liked it. Dislike it if you disliked it. Leave a comment. Um, if you have
6:35 suggestions for future fastest possibles that I guess won't be hosted by Luke.