3D vision works like this:
- you get to see separate frames for the left eye and the right eye.
- you still want to see 60 Hz with each eye
- that means that the total sum of frames you see will be 120 Hz
- you don't want a frame to be disturbed by the previous frame that is still slightly visible
- therefor the backlight goes out in between frames. separate frames for each eye are separated by a period of blackness
- it seems 3D Vision shows the frame for 25% of the time, and for 75% of the time the backlight is off
- at 120 Hz, each frames has 8.333 milliseconds
- out of that 8.333 milliseconds, the frame is displayed (by turning the backlight on) for 2.0833 milliseconds.
- for 6.25 milliseconds, the backlight is off.
So at 120Hz, each pixel *must* transition within 6.25 milliseconds !
If you read tftcentral's review, you will see that under normal conditions, it can take a pixel up to a maximum of 7.1 milliseconds to change. That is over the limit of 6.25 milliseconds. So if you run 3D Vision at 120Hz on this screen, some parts of the frames will be blurry.
Now if you run the monitor at 100Hz, then each frame will get 10 milliseconds to run. Which means 2.5 ms with the backlight on. And 7.5 milliseconds with the backlight off. The 7.1 ms worst case time for a pixel to change fits into the 7.5 ms budget we have. So you can run this screen at 100 Hz, without problems.
I guess 100Hz is deemed good enough for ULMB. (Even 85Hz is deemed good enough to make it an official setting). But running 3D Vision at 50 Hz per eye is supposedly not good enough. Maybe because 50Hz doesn't work with the shutter-glasses that normally come with 3D Vision. Or another technical problem. Or a marketing issue. But the reason you can't do 3D Vision on this monitor is basically the fact that the pixels in this panel are just not fast enough.