60 Hz vs. 120 Hz - a quick technical explanation

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Mark Rejhon

Senior member
Dec 13, 2012
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1000/120=8.3
Google says 8ms LCDs showed up around 06. I guess add a year or two before they could hit that reliably instead of the once in while marketing number.
There is good news: Pixel persistence is no longer the motion blur barrier.

There is a way to bypass pixel persistence by using a precisely synchronized strobe backlight. With LightBoost strobe backlights (one single strobe per refresh; precisely synchronized to refresh, unlike PWM that flashes multiple times per refresh), you can now have frame displayed for shorter time periods. That's why LightBoost displays with the LightBoost HOWTO has less motion blur. It is now finally possible to squeeze pixel persistence into the time period of a vertical blanking interval:

High Speed Video of a LightBoost Strobe Backlight

The backlight is turned off while waiting for pixel transitions (unseen by human eyes), and the backlight is strobed only on fully-refreshed LCD frames (seen by human eyes). The strobes can be shorter than pixel transitions, breaking the pixel persistence barrier.

It's now possible to have measured pixel responses (seen by human eye) that are shorter than the LCD's native pixel responses (because it's kept in dark). With LightBoost force-enabled in 2D and adjusted to LightBoost=10% (via OSD) the ASUS VG278H measured 1.4ms in PixPerAn motion tests, even though it's a 2ms TN panel. The pixel persistence barrier has been bypassed as a result. For the PixPerAn car, the text "I NEED MORE SOCKS" is readable, even at Tempo 16 (car racing across from right edge to left edge in 1 second). Pixperan readability test score of 30, which is a CRT-league score -- that's horizontally scrolling text moving at 3600 pixels per second! Formerly unreadable on previous LCD's.

Several reviewers (including pcmonitors.info) have now mentioned this. Some competition gamers, including Team Exile 5, have started using LightBoost to gain a competition advantage due to the lack of motion blur improving reaction times.
 
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DominionSeraph

Diamond Member
Jul 22, 2009
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That's all folks.

Quite right.

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PrincessFrosty

Platinum Member
Feb 13, 2008
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www.frostyhacks.blogspot.com
Hz on a crt and TN are non comparable. The time it takes the picture to refresh are dependent on screen physics and how fast the data is transmitted to the scrren Hz on a crt only concerns vertical/horizontal refreshing of the screen pixels where hz on an lcd is the speed the data is transmitted from the vga. Just pointing out we got oranges and apples tho most of you guys know. :)

They are comparable, LCD and CRT screens behave fundamentally the same in how they refresh so this metric is a comparable measure of the same thing in both cases. The hardware methods of refresh are slightly different however and so is the look of the final result.

The limitations on refresh rate are a little different though:

CRTs refresh is depending on the physical speed you can move the electron gun at the back of the CRT, there is a set speed at which this can happen for any given model. The interesting upshot of this is that the less vertical lines of resolution you use the faster you can run the overall refresh rate. My old Iiyama 454 pro CRT would refresh at 75Hz at 2048x1536 but something like 200fps at low resolutions like 800x600 (both slightly over spec IIRC)

LCDs have pixel persistence where pixels stay illuminated constantly and there is a delay of time it takes to change from one colour to another, called the pixel response time. This is the limiting factors of LCDs. Unlike CRTs this limitation is static across all resolutions which is why you cannot increase the refresh rate by dropping the vertical lines of resolution. If the refresh speed was to exceed the pixel response speed then pixels would not be able to settle at their correct colour before being changed again, it's a hardware limit of the technology.

Both LCDs and CRTs are capable of more than 60hz and always have been, the cost of higher refresh rates has always been a premium however because you simply need better technology to achieve it. Back in the CRT days higher refresh rates were preferred because CRTS do not have pixel persistence, pixels fade to black before the next refresh is presented, this causes flicker and increase refresh rate helps mask the flicker to human vision.
 

Fx1

Golden Member
Aug 22, 2012
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OLED will be here before they make a 120hz IPS. When OLED drops then IPS is DEAD.
 

Mark Rejhon

Senior member
Dec 13, 2012
273
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71
OLED will be here before they make a 120hz IPS. When OLED drops then IPS is DEAD.
Depends on if the OLED is sample-and-hold or impulse-driven. OLED can be either.

The PS Vita OLED is sample-and-hold, and has motion blur very similar to a fast LCD panel. This is because most of motion blur is caused by eye tracking motion, instead fo pixel response (which is already a tiny fraction of a refresh anyway).
 

Mark Rejhon

Senior member
Dec 13, 2012
273
1
71
There are people who wonder why CRT 60fps@60Hz looks clearer than LCD 120fps@120Hz. (Hint: It's not actually because of pixel persistence). I'll post a section of what I've posted in the zero motion blur thread:

Mark Rejhon said:
Some interesting science, which is pretty well covered (e.g. Microsoft Research, Nokia, Sharp Labs, universities), is that motion blur is actually dictated by the length of time a refresh is displayed for, instead of the refresh rate.

That's why stroboscopic displays (flicker) such as CRT, plasma and LightBoost, have excellent motion quality. The flickers shortens the length of time a refresh is displayed for.

It's also precisely why long-time CRT users who have switched to 120 Hz LCD's (and gotten dissapointed) have noticed that CRT 75fps@75Hz produces much clearer motion than LCD 120fps@120Hz. That's because the CRT phosphor decays in less than 1/500th of a second, which is shorter than 1/120th of a second (Because LCD refreshes are continuously displayed for a whole refresh).

LightBoost strobes are 1/700th to 1/400th of a second (range of 1.4ms to 2.4ms), depending on the LightBoost OSD setting. The 1/700th of a second flickers of a frame produces less than 1/10th the motion blur of a standard 60 Hz LCD refresh. An LCD refresh is continuously shining, which is called "sample and hold".

On newer displays, motion blur is mostly caused by eye tracking, NOT pixel persistence
According to many research papers, including those in Science & References here, motion blur is caused by eye tracking across a frame. Your eyes are always moving to track moving objects. The longer a frame is displayed for, the more eye tracking across the frame occurs (your eyes are in a different position at the beginning of a frame, versus end of a frame). That's why even sample-and-hold OLED displays have lots of motion blur (e.g. PS Vita has lots of motion blur) even though pixel response is nearly instantaneous. Even on LCD's (TN's especially) pixel persistence is already only a tiny fraction of of a refresh, so most motion blur is nowadays caused by eye tracking, instead of pixel persistence. The artificial stepping, caused by a finite framerate, produces opportunity for eye tracking to create a motion blur limitation that's not caused by pixel persistence.

gg463407.TempRate16(en-us,MSDN.10).gif

Source: Microsoft Research (and many others)

The only way to reduce motion blur (caused by eye tracking) is to shorten the length of time that a frame is displayed for. This is accomplished by doing extra Hz (e.g. 240Hz, 480Hz, 960Hz...) or via extra black periods between refreshes (e.g. flicker displays like CRT, Plasma, LightBoost, black frame insertion, stroboscopic backlights, etc.) The bigger the black period and the smaller the refresh time period, the better it is for motion blur.

A medium persistence CRT display with 2ms phosphor decay would have the equivalent amount of motion blur to a theoretical flickerfree 500fps@500Hz LCD (2ms per continuously-shining refresh), which does not exist without motion interpolation (bad for games due to input lag). Who can buy a 500 Hz LCD and be able to run 500fps on it natively? You can't. As a result, it's cheaper from a GPU perspective to just simply shorten the frame samples without raising the framerate. Adding black periods between frames. That means flicker (stroboscopic effect of a black period between frames) is required to prevent the frames from being motion blurred as your eyes track across it. Now, you want a high enough refresh rate so the flicker is not noticeable (e.g. 120 Hz instead of 60 Hz).

Clearly, a frame being stroboscopically flashed for only 1/400th or 1/700th second (LightBoost 120 Hz) produces vastly clearer motion than frames displayed for a full 1/120th second (non-LightBoost 120 Hz LCD). This is very similar to CRT phosphor decay of 1-2ms, and results in several "It looks like a CRT" testimonials from long-time CRT users.

You need frame rate matching refresh rate, to prevent repeated refreshes from contributing to motion blur. When judder is too high frequency to detect, the judder blends into a motion blur (this is why 60fps@120Hz still looks less clear than 120fps@120Hz). LightBoost is hardware-limited to only function during high refresh rates (100-120Hz) so this enforces a high GPU requirement for best motion clarity. It's also why LightBoost doesn't help you very much if you're only running half the framerate of refresh rate; so for the "wow" LightBoost effect, you really need to run fps at least matching Hz, to make sure that your eye tracking trajectory follows the motion in the refreshes accurately.

gg463407.TempRate15(en-us,MSDN.10).gif

Source: Microsoft Research (and many others)

Things that weaken a display's ability to eliminate motion blur
- Sample and hold (ala traditional LCD - creates eye-tracking-based motion blur)
- Pixel persistence (finally solvable by turning off backlight while waiting for pixels to transition)
- Eye tracking (solved by reduce the amount of time a frame is displayed for)
- Judders/stutters/inconsistent frame rendertimes, eye tracking is less in sync with motion (get a better computer/GPU)
- Repeated refreshes via frame rates lower than refresh rate, eye tracking is less in sync with motion (get a better computer/GPU)