Even at 120hz (120FPS) on LCDs you can see the pixel transition and the resulting blur can make it hard to focus on a real target.
Good write, but don't forget to account for eye-tracking-based motion blur.
On sample-and-hold displays (e.g. LCD), there will even be motion blur even with instant (0ms) pixel transitions. This is because of the sample-and-hold nature of the display. You need extra refreshes/frames (beyond 120Hz) or you need strobing (like CRT).
On a fast 60Hz monitor today, less than 15% of motion blur is caused by pixel persistence. This is because pixel persistence is only 2ms out of a 16.7ms refresh (1/60th sec). On a fast 120Hz monitor today, less than 25% of motion blur is caused by pixel persistence (2ms out of an 8.33ms refresh -- 1/120th sec). The rest of the motion blur you see, is eye-tracking-based motion blur.
A moving object at 960 pixels per second, moves a step of 8 pixels at 120Hz (e.g. the PixPerAn car). This causes 8 pixels of blurred edge. Since your eyes are continuously moving between refreshes, while tracking an object, your eyes are blurring the moving object across your retinas. (Just like shaking/panning a camera will cause motion blur, unless you use short strobes -- like a camera flash or a faster shutter).
So you need shorter samples (e.g. shorter flashes of refreshes -- either by a higher refresh rate, or by a lot of black period between refreshes like a CRT or plasma) -- to eliminate motion blur -- even for material going at frame rate matching refresh rate.
That's why some TV manufacturers have done "240", "480" and "960" simulation (e.g. Motionflow XR 960). Some people think these are exaggerations, or makes movies look like gimmicks, but they actually make a difference for fast-action material (e.g. hockey, football, ski racing, etc). 240Hz TV's, and high-end (>$2000+) Sony/Samsung home theater HDTV combines backlight flashing and interpolation, to have a "Motion Equivalence Ratio" of 960 -- see
Existing Technology. The problem is these are not videogame-compatible (input lag) unlike LightBoost is.
With LightBoost enabled, I can count individual pixels (yes, single pixels are countable in fast-moving objects) moving at 960 pixels per second -- like on CRT -- and easily read the "I NEED MORE SOCKS" text in the PixPerAn car, in the
PixPerAn Motion Test Software.
You can't read the text even at 120Hz (without LightBoost) if it's moving 960 pixels per second, because of eye-tracking-based motion blur, and this motion blur disappears when you're using LightBoost.
For more information about the difference in pixel persistence motion blur
--and-- eye-tracking based motion blur (
two completely separate causes of motion blur), see
Science & References. Scroll halfway down the page, and you'll see several academic papers by universities and several TV manufacturers.