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post #11 of 15
Thread Starter 
Quote:
Originally Posted by brucethemoose View Post

Wierd, lightboost shouldn't add much input lag. ULMB has some improvements over lightboost, but I don't know much about latency on strobed displays.

Honestly, if I were you, I'd save my money and wait for an Occulus Rift. Regardless of how you feel about VR, a (strobed?) OLED on a platform designed for low latency is gonna be WAY better than any LCD in CS:GO.
i can really distinguish when lightboost is up or not because weapon have some delay...if u play that game for a lot of h u notice what i say ^^...i don t like VR but can t understand what u wanna say abaut oled monitors can u explain pls?
post #12 of 15
Quote:
Originally Posted by kashim View Post

Quote:
Originally Posted by brucethemoose View Post

Wierd, lightboost shouldn't add much input lag. ULMB has some improvements over lightboost, but I don't know much about latency on strobed displays.

Honestly, if I were you, I'd save my money and wait for an Occulus Rift. Regardless of how you feel about VR, a (strobed?) OLED on a platform designed for low latency is gonna be WAY better than any LCD in CS:GO.
i can really distinguish when lightboost is up or not because weapon have some delay...if u play that game for a lot of h u notice what i say ^^...i don t like VR but can t understand what u wanna say abaut oled monitors can u explain pls?

OLEDs have near-instantaneous (0ms) pixel response times, which means no motion blur like LCDs have, and slightly lower latency. Since the pixels transition so fast, you don't have to wait for the pixels to change before strobing an OLED. They also have a much wider color gamut (compared to WLED LCDs, anyway), and deeper blacks since it's a direct-emission display.


Translation: OLEDs have less motion blur, better colors, better blacks, and less input lag than LCDs. I don't think "gaming" OLED monitors are coming out anytime soon, but the Occulus Rift is, which is why I suggested it.
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Bruce
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post #13 of 15
Thread Starter 
oled is perfect gaming monitor then :S...when they coming?xD
post #14 of 15
Actually you're half right and half wrong.

OLED's STILL have motion blur. It's called "eye tracking motion blur", also known as 'sample and hold."
This can only be removed by a strobed backlight or rolling scan. The Oculus rift will have some sort of rolling scan (I forgot the actual name, so please do not quote me on that word).

What OLED's do NOT have is *ghosting.*. Ghosting is not motion blur. Ghosting is caused by pixels being caught between transitions during refreshes, and that's what the "overdrive" circuit on LED's try to help reduce.

So remember don't confuse sample and hold motion blur, with ghosting. All fixed pixel displays where the pixels are "always on" will have motion blur based on the amount of persistence per frame (sample and hold).
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post #15 of 15
Thread Starter 
Quote:
Originally Posted by Falkentyne View Post

Actually you're half right and half wrong.

OLED's STILL have motion blur. It's called "eye tracking motion blur", also known as 'sample and hold."
This can only be removed by a strobed backlight or rolling scan. The Oculus rift will have some sort of rolling scan (I forgot the actual name, so please do not quote me on that word).

What OLED's do NOT have is *ghosting.*. Ghosting is not motion blur. Ghosting is caused by pixels being caught between transitions during refreshes, and that's what the "overdrive" circuit on LED's try to help reduce.

So remember don't confuse sample and hold motion blur, with ghosting. All fixed pixel displays where the pixels are "always on" will have motion blur based on the amount of persistence per frame (sample and hold).
yeah i know...i see lightboost in action...reduce motion blur....blurry when fast moviment or turning 180° ^^...ghosting is like image delay smile.gif...i don t have problems with motion blur...ulmb it s fine...i need fastest image response possible ^^
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