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Just got a 480 Hz monitor prototype! [picture]

post #1 of 50
Thread Starter 
Hello,

I have personally received a prototype monitor capable of a 480 Hz refresh rate. I received it in kit form for testing.



This is the first photo of a working 480 Hz LCD that isn't a display targetted to scientists/laboratory (e.g. Viewpixx 1000Hz+ DLP projector).

As the one (via Blur Busters) of the people who helped popularize LightBoost, it's exciting to get "LightBoost clarity without strobing".

Strobing supported at lower refresh rates. It even was sent to me with source code to its strobe backlight (all-at-once) / scanning backlight (4-segment scannable edgelight). Backlight strobing firmware uploadable via Arduino 1.8.2. IDE. No overdrive lookup table capability, alas [not in this revision]. However, any decent Arduino programmer can customize strobing to their heart's content.

I am currently testing it now and will post my findings on the Blur Busters blog website shortly. Keep tuned.

Cheers,
Mark Rejhon
(aka Chief Blur Buster)
Edited by mdrejhon - 8/10/17 at 8:06am
post #2 of 50
Cool smile.gif

480 fps content is quit limited.
post #3 of 50
I just want to play Rocket League on this monster. What panel is it?
post #4 of 50
Very neat!

It's very exciting they're trying these concepts, but it's a shame it'll take a while to get content for it. I mean, concerning gaming, either we get a HUGE breakthrough in hardware or quality will have to take a backseat for a while in order to progressively get game engines to resource budgets capable of 480+ framerate.
    
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post #5 of 50
This is perfect for CS GO. I have a 7700k and 1080ti and can actually push 480+ FPS.
post #6 of 50
Is this 1920x1080 or lower resolution?
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post #7 of 50
Thread Starter 
Quote:
Originally Posted by ToTheSun! View Post

Very neat!

It's very exciting they're trying these concepts, but it's a shame it'll take a while to get content for it. I mean, concerning gaming, either we get a HUGE breakthrough in hardware or quality will have to take a backseat for a while in order to progressively get game engines to resource budgets capable of 480+ framerate.

Older game engines will benefit -- e.g. CS:GO which is still popular today.

It can run >1000fps on Geforce GTX 1080s/Titans and the new Radeon RX Vegas.

There's a proven progressively reducing input lag, as we found out in our 240 Hz lag tests. I think we had the world's most extensive lag tests of 240Hz -- over 49 graphs generated from 5,080 high speed camera samples taken over a 2 month period -- yes, very labourious testing. Whew!

Lag consistency (min/max/avg) improved even as we went from Source Engine fps_max 500fps -> 1000fps -> 2000fps.

For 60 Hz:

blur-busters-gsync-101-vsync-off-w-fps-limits-60Hz.png

For 240 Hz:

blur-busters-gsync-101-vsync-off-w-fps-limits-240Hz.png

Lag consistency (tighter min/max/avg) always occured at higher framerates, no matter what refresh rate we ran.

This is just 2 charts of the 49 charts generated (in Blur Buster's recent 240Hz input lag tests) -- but shown to illustrate rapidly improving/tighter lag-consistency spreads (min/max/avg).

There's still clear improved-input-lag benefits to framerates higher than Hz, as shown from the Blur Busters high speed video testing (button-to-pixels -- from mouse button press of modified eSports mouse with LED light -- to first on-screen reaction)
--> Higher fps at same Hz still showed lag improvements
--> Higher Hz at same fps also showed lag improvements
--> Improving both is even better

The game, CS:GO is still extremely popular today, and it's one of the games capable of running at >500 frames per second on modern GPUs...
Edited by mdrejhon - 8/10/17 at 9:09am
post #8 of 50
So what connection does it use?

HDMI 2.0? DP 1.4?
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post #9 of 50
I'm aware older games will benefit. However, that's exactly the kind of example I was talking about. In order to get 480+ FPS in a game, one has to play CS:GO, whose engine is old and technically unimpressive by modern standards.

I'm typing this on a CRT. I know all about the pursuit of motion clarity and minimal latency. It's just not a concern of mine nowadays if all I'll be able to utilize such an advanced LCD tech for is a game like CS:GO (which I've gone through and ditched due to getting tired of and being over with).

I suppose there will always be a market for it. When we get DP 1.4 and HDMI 2.1 capable cards, surely a 1080p 480+ Hz monitor will be made. But technological stagnation is not something that I'm interested in. Some of the biggest proponents of higher refresh rates, such as Carmack and Newell, speak of such concepts in the context of VR, which, in potential, lends itself to quality of presentation as much as it does combating input latency. However, like I said in my previous post, unless a huge hardware breakthrough happens, both can't be achieved in tandem very soon.
    
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post #10 of 50
Thread Starter 
Quote:
Originally Posted by Ironsmack View Post

So what connection does it use?
HDMI 2.0? DP 1.4?
DisplayPort. Will verify version number.


Quote:
Originally Posted by ToTheSun! View Post

But technological stagnation is not something that I'm interested in. Some of the biggest proponents of higher refresh rates, such as Carmack and Newell, speak of such concepts in the context of VR, which, in potential, lends itself to quality of presentation as much as it does combating input latency. However, like I said in my previous post, unless a huge hardware breakthrough happens, both can't be achieved in tandem very soon.
While lower resolutions may be technology stagnation, keep in mind, on average (long-term), resolution and refresh rates are both simultaneously progressing.

It's certainly hard to get both simultaneously though, so progress is required. One upon a time, we could barely do 30fps at 512x384 with the first 3dfx Voodoo cards.

NHK has their 8K 120Hz demos, and the bandwidth of 8K 120Hz in theory permits 4K 480Hz (say, in a decade). Ideally, it should be OLED, to gain CRT clarity/color/persistence with none of the impulsing/flicker needed. GPUs to render such high frame rates at high refresh rates will be extremely difficult, but technological progress must continue. Undoubtedly, all such progress will also filter back to VR too. Only now, 120Hz+ is getting semi-mainstream with 120Hz iPads and 144Hz monitors arriving at Staples/Best Buy, and the future talk of E-Cinema.... but we can't stagnate at 120Hz.

There's already laboratory displays at much higher Hz, such as NVIDIA's prototype 14,400Hz AR tests, as well as Viewpixx's 1440Hz vision research laboratory DLP projector. Undoubtedly expensive niche displays, though!

CRT reigns supreme in a good compromise, but that shouldn't need to be the case in ten or twenty years from now (except for emulating old games with the nice soft CRT scanlines -- nothing like properly playing a real implementation Donkey Kong and Ms. Pac Man on a proper CRT with the shadowmask and scanlines). For modern games we can do much better, such as with improved rolling-scan OLED displays.
Edited by mdrejhon - 8/10/17 at 11:15am
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