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62. Re: Oculus Rift Adds OLED and Tracking Jan 9, 2014, 04:15 InBlack
Jensen wrote on Jan 8, 2014, 17:21:
Quboid wrote on Jan 8, 2014, 15:59:
Jensen wrote on Jan 8, 2014, 14:09:
InBlack wrote on Jan 8, 2014, 08:16:
Do the games really have to run at 60 FPS per eye for the Virtual Reality 'trick' to kick in?
Yes, if you don't want the image to smear as you're moving. And it will most likely be 90fps.

See how blurry this moving image is?
On a low persistence display, this image is just as sharp when it is moving as it it when it is still. That means you'll get a double image whenever you miss a frame.

That's refresh rate, not frame rate. If the display could output at 240hz but was only getting 60 FPS, it could repeat each frame 4 times. That's not perfect, but it wouldn't look blurry.


I think? I'm not 100% sure so this is more of a question than a disagreement.
When your eye is tracking an image moving at 960 pixels/second, and the screen displays each frame for 16.7ms, the motion of your eyes adds 16 pixels of blur. With a low-persistence display, each frame is only shown for something like 1ms, and there is darkness until the next refresh. In this case, your eyes only add 1 pixel of motion blur. If the same image is shown twice on a low persistence display because of a low framerate, you'll get a double image. On a full-persistence display, you just get a longer blur.

Blur is caused by the duration that each frame is shown, not the refresh rate.

Here's a really good blog about it from Michael Abrash:

Please correct me if Im wrong but isnt the duration that each frame is shown = to the refresh rate?? I.E. a 60 Hz screen updates the screen sixty times per second. A 120Hz screen updates the screen 120 times per second. etc. etc.

I just read the blog and because the zero persistance displays only show pixels at 2 ms or less (like old CRT monitors) which is why blur or smearing or judder is reduced to low levels at reasonable refresh rates.

This comment was edited on Jan 9, 2014, 04:24.
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