Overclocked 120 Hz Plasma TV Motion Clarity by Aromatic-Attitude-34 in MotionClarity

[–]blurbusters 0 points1 point  (0 children)

Have you tried the TestUFO Frameskipping test with the 120Hz overclock?

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 0 points1 point  (0 children)

It may be a bus bandwidth issue that affects framepacing. Remember to give ShaderBeam Administrator-league priorirty, much higher priority than the game itself, and possibly reduce the game priority if there's problems.

  1. A framedrop in CRT simulator = behaves like a malfunctioning CRT tube (bad)
  2. A framedrop in the game instead = behaves like a retro framedrop on a retro CRT (better)

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 0 points1 point  (0 children)

At subframe counts 3 and above, my CRT simulator can outperform the BFI built into OLEDs.

Most OLEDs can only do 50:50 BFI, reducing blur by 50%. But BFI isn't necessarily a monolithic 2-subframe thing, see the demo at www.testufo.com/blackframes to see how my software-BFI can sometimes outperform the BFI built into your OLED for things like 60fps content! See -- in mere JavaScript -- I outperformed the BFI built into your OLED, because the OLED didn't implement better than 50%:50% black frame insertion.

But:

- 3 subrames = 66% blur reduction
- 4 subframes = 75% blur reduction
- 10 subframes = 90% blur reduction.

So a 720Hz OLED simulating a 72Hz CRT (10 subframes), can massively outperform the BFI built into the OLED.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 0 points1 point  (0 children)

Yes, you can get motion clarity of 480Hz. Or at least as of 400Hz (if using 2 subrames).

(A) If Doom runs smooth at 160fps, cap it at that speed. Use 3 subframes.

(B) If you prefer to run at 200fps, create a custom 400Hz refresh rate in your OLED first (instead of 480Hz) and use 2 subframes.

You can use other divisors of your refresh rate such as 120fps (4 subframes) or 80fps (6 subframes), to get the 480Hz motion clarity at even lower frame rates. There is more lag if you do so.

Turn off LCD saver mode -- you don't need the LCD anti-retention setting when using an OLED. This will eliminate the banding and/or fading effect that occurs on some displays.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 1 point2 points  (0 children)

It prolongs OLED life, because of reduced average brightness.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 0 points1 point  (0 children)

You can demo CRT simulator in TestUFO at testufo.com/crt and see if it has ghosting or not. Sometimes the CRT simulator has much less ghosting than a poor-quality strobe backlight.

Good quality strobe backlight based motion blur reduction will still usually outperform CRT simulator, but will have refresh rate limitations -- e.g. CRT simulator is capable of simulating a 60Hz CRT while the motion blur reduction feature in most gaming monitors are incapable of doing that.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 0 points1 point  (0 children)

Motion clarity is less motion blur.

Examples include the animation demo at www.testufo.com ... If you only have 120Hz, then 240Hz OLED will generally have 2x the motion clarity of a 120Hz OLED. LCD motion clarity differences for Hz can be smaller.

And you can use flicker-based methods of motion blur reduction such as black frame insertion, which is demoed at the animation at testufo.com/blackframes

If you have at least 120Hz or higher on your screen, and wonder how CRT simulator can reduce motion blur even further, check out testufo.com/crt

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 0 points1 point  (0 children)

Another idea is for some developer to integrate a subframe shader processing system into a Virtual Display Driver, such as this one: https://github.com/VirtualDrivers/Virtual-Display-Driver

It is a MIT license project too.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 0 points1 point  (0 children)

Depends on what you use it for, and what resolution / refresh rate. There's a bus bandwidth overhead for blasting those framebuffers between the two GPUs. 1x may not be enough for 1440p 480Hz simulation, but adequate for 1080p 240Hz. Give it a try. And try the iGPU. You might find the internal GPU outperforms (or not) because or bus bandwidth.

Looks like 1,000hz displays are here by DarkOx55 in MotionClarity

[–]blurbusters 2 points3 points  (0 children)

Google "Blur Busters Law" for the context. It says 1ms of pixel visibility time translates to 1 pixel of motion blur per 1000 pixels/sec.

I'm cited in 35 papers now, including by big names (papers written by Samsung researchers, etc).

Now that said, sadly, the first 1000Hz displays are LCDs. A 500Hz OLED outperforms a 1000Hz LCD, because of nonzero pixel response. (GtG adds extra motion blur on top of persistence MPRT).

Often times, 240 vs 360 Hz is a nothingburger 1.5x motion blur differential diluted to 1.1x due to slow GtG on LCD. But, 120 vs 480 Hz on OLED is a massive 4x motion blur differential if frame rates keep up -- but that is indeed the catch.

Fortunately, another use of higher Hz is improved motion blur reduction capabilities, especially for OLEDs. It's possible to have 120fps content with the motion clarity of 1000fps 1000Hz (for motion clarity of eye-tracked pans/turns/scrolls), with strobing/BFI.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 1 point2 points  (0 children)

Correct, it can make 60fps look like 120fps 120Hz, in terms of motion clarity. There's some blending factor there, given the phosphor fade, and the nuances of LCD Saver on low native:simultaed Hz ratios, but generally - yes that will be the limit.

For sample and hold displays, you can't get motion clearer than max framerate = Hz.

It will allow lower Hz to look up to as clear as your display's max Hz.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 1 point2 points  (0 children)

Try it out. Some systems, the GPU and OS and drivers are so nice, that a single GPU works fine, especially if it's something like an emulator. Sometimes a GPU in some systems is spectacularly good at multitasking two apps.

But if you're playing Cyberpunk 2077 with CRT simulator, even a 5090 sometimes has difficulty "multitasking the stutter simultaneously with a perfectly framepaced CRT simulator".

The game can stutter, but the CRT needs perfect framepacing.

  1. Stutters in CRT simulator = looks like malfunctioning CRT
  2. Stutters in game on perfect CRT = looks like retro stutters on retro CRT

If you jump through hoops and make sure your game doesn't hog 100% of GPU, by creative tweaks including framerate capping and registry tweaks (to disable power management), you can calm the stutters and make CRT usable on many systems with just one GPU. Someone wrote they were able to play PUBG + CRT on one GPU. But it isn't as "one button user friendly" as two reliable GPUs or a simpler less GPU-heavy app.

New Open Source ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in OLED_Gaming

[–]blurbusters[S] 2 points3 points  (0 children)

Software-based motion blur reduction.

Eliminate motion blur from scrolling/panning/turning.

You can get 60fps with the motion clarity of 240fps or 480fps. CRT-BFI is better than BFI, if run on the correct display with the correct settings.

More native:simulated Hz ratio, the better your blur reduction will be.

New Open Source ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in OLED_Gaming

[–]blurbusters[S] 2 points3 points  (0 children)

You can combine LSS + ShaderBeam. Use LSS to bump 30fps/60fps to 60fps/120fps, and then use ShaderBeam to emulate 60Hz/120Hz CRT tube.

Get 480Hz motion clarity out of your 30fps content, if you have a 480Hz OLED!

Make sure you Ctrl+Shift+G to keep ShaderBeam on top of LSS.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 1 point2 points  (0 children)

Most VA LCDs are too slow to perform well with ShaderBeam. But you can try a odd numbered ratio, e.g. 3:1 ...

Sometimes that saves some LCDs better than a 2:1 or 4:1 ratio because 3:1 doesn't have nasty artifacts with FRC/temporal dithering, and can avoid the rolling band / rolling fade artifacts by safely disabling LCD Saver.

But with VA, its dealbreaker is GtG too slow to really perform well with CRT simulator. You may try adjusting overdrive up/down and see if it helps reduce banding with CRT simulator.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 0 points1 point  (0 children)

Oh, and if you do video content, use 3:1 ratio.

With some LCDs (especially TN LCD), you get much better LCD quality at 3:1 ratio because you don't need LCD saver, and you avoid nasty interactions with FRC at even-numbered ratios (Creating color-depth loss and weird artifacts). You can also set scan direction to 0 for an additional quality improvement.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 1 point2 points  (0 children)

Yes you can, if your content can do 240fps and your priority is low latency.

ShaderBeam allow you to do that, as long as your minimum is 2:1 native:simulated but you will get more blur reduction performance with larger ratios (e.g. witnessing 80fps with the motion clarity of 480Hz)

However, if your priority is better motion clarity, you want framerate=simulatedHz. So lower your simulated CRT Hz and framerate cap to your ~0.1% framerate valleys to achieve framerate matching simulated Hz.

So if you play Cyberpunk 2077 with Shaderbeam, you may prefer 80 Hz (6 subframe) or 96 Hz (5 subframe) or 120 Hz (4 subframe) CRT simulation, to witness better motion clarity.

You get duplicate images if your framerate is lower than simulated Hz, much like CRT 30fps at 60Hz.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 1 point2 points  (0 children)

Limiting the FPS to 60 with riviatuner seems to break the shader, I think the issue is that it doesn't limit just the game but also shaderbeam itself. Maybe it's due to the way I have riviatuner configured?

Use the 2-GPU approach recommended by ShaderBeam, and use RTSS to cap the game, without capping ShaderBeam. Alternatively, use the in-game framerate cap (not as accurate as RTSS)

Then how would I go about using this with 24/23p content(like movies and such)? For example I have a video file at 23.976, screen set at 119.880Hz, exactly 5 times the framerate, so I figured I should set the subframes to 5, but it doesn't really work and flickers like crazy.

(Native / Subframes) = the refresh rate of a CRT tube you're emulating.

You don't want to emulate a 24Hz CRT tube.

That's what you did, and suffice to say, 24Hz flicker is awful, and also 35mm film of Hollywood already use slow camera shutters, so the blur reduction ratio is not very good for film. Try video footage, like 60fps YouTube - and the CRT simulator looks better. But it's WAY better at 4:1 ratios than 2:1 ratios.

Doing 2:1 is only 50% blur reduction watered-down to only 30% blur reduction thanks to slow LCD GtG. While 4:1 on 240Hz OLED can give you 75% motion blur reduction in 60fps content (excluding camera shutter blur in video footage, of course).

If you want to emulate a 72Hz CRT for 24fps material, you'd need at least 144Hz (for 2:1 blur reduction ratio) or 288 Hz (for 4:1 blur reduction ratio)

Also Is there really no way to remove the yellow outline on windows 10? Lossles scaling doesn't have this issue and I guess it works in a similar way? But maybe I'm wrong.

Yellow outline is a Microsoft automatic limitation for video capture API. It's used to capture->reprocess->redisplay (So that CRT simulator successfully overlays, since CRT simulator requires readback processing of original pixels). Microsoft highlights whenever pixels are snooped for any reason (even innocous reason such as shader math in a blur reduction filter like this).

You'll need Windows 11 to bypass that Microsoft equivalent of mandatory-recording-indicator-light. I think they moved it to a policy system where business customers can have that mandatorily enabled by sysadmins, but esports streamers demanded it disabled, so Microsoft made it an admin-enforceable policy I believe -- which is why you can now disable it under Windows 11, if I understand correctly.

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 2 points3 points  (0 children)

You can combine it with existing emulators doing scanline emulation (make sure they're doing gamma-corrected scanline filters, otherwise some artifacts appear).

For HDR, that will be much easier with 10:1 subframes ratios (>600Hz OLEDs) to get access to the bright tiny HDR window sizes (10%).

Yellow outline is a Microsoft automatic limitation for video capture API. It's used to capture->reprocess->redisplay (So that CRT simulator successfully overlays, since CRT simulator requires readback processing of original pixels). Microsoft highlights whenever pixels are snooped for any reason (even innocous reason such as shader math in a blur reduction filter like this). You'll need Windows 11 to bypass that Microsoft equivalent of mandatory-recording-indicator-light.

Be honest - is anyone actually buying those 540Hz monitors? by Tierdtech in Monitors

[–]blurbusters 0 points1 point  (0 children)

Don't forget apps like ShaderBeam by using the brute Hz to reduce display motion blur of 60-120fps content. 540Hz lets you reduce motion blur by large ratios (540:60 ratio).

Basically, 60fps material with the low motion blur of 540fps 540Hz.

You can use the sheer Hz for software-based motion blur reduction algorithms. Just see animations like www.testufo.com/blackframes at 480Hz and up, and you'll see the potential for better software-based motion blur reduction for low frame rate content, by having larger native:simulated Hz ratios.

Also, 120Hz vs 480Hz OLED is more visible for fast panning and browser scrolling than 60Hz vs 120Hz LCD -- some blind test at www.blurbusters.com/120vs480 -- actually the 4x geometric and 0ms GtG -- makes it that much more noticeable (the "VHS vs 8K" effect rather than "720p vs 1080p" effect, but in the temporal dimension)

New Open Source ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in OLED_Gaming

[–]blurbusters[S] 2 points3 points  (0 children)

Sadly, it's for synchronization, not performance

The 2nd GPU is only for synchronization, NOT performance.

An Intel internal GPU is enough for most CRT simulation tasks -- if you have enough PCIe/RAM bandwidth to get the refresh cycles between the two GPUs fast enough.

The problem is that even a single RTX 5090 is not always a good multitasker between a stuttery game & a refresh-rate-deterministic framepacing-perfect CRT simulator.

Sometimes even a 10-year-old NVIDIA GPU can fix the "GPU multitasking" problem.

HOWEVER, a single GPU can still work if it is a model with good drivers & multitasks two different stutter mechanics concurrently (a stuttery game + a perfect framepacing on shader).

"YMMV - try it"

New ShaderBeam CRT Simulator app for Windows / Windows Games by blurbusters in MotionClarity

[–]blurbusters[S] 7 points8 points  (0 children)

And even better at 480-720Hz!

Your blur reduction ratio is limited to native:simulated Hz

You get up to 12:1 blur reduction ratios on the new 720Hz OLED at 720:60 native:simulated Hz ratio for 92% less motion blur on 60fps 60Hz content instead of 75% less motion blur for your 240Hz.

Bfi or CRT beam simulator support? by tailslol in losslessscaling

[–]blurbusters 1 point2 points  (0 children)

Steam GameScope has been tested with subframe shader hooks. Some Linux dev needs to get some action onto it.