The bigger problem is sample-and-hold blur. When you watch a moving object your eyes move smoothly to track it ("smooth pursuit"). If the frame is displayed for more than a brief moment then the image on your retina will be smeared by that eye motion. For sharp looking motion you need either strobing/flicker, or very high frame rate, and many games don't support very high frame rates. Blurbusters has a good overview:
I don't get why they don't make strobing LCDs. We have local dimming and LEDs can strobe well past CRT refresh rates, so why not strobe each local dimming region at e.g. 75Hz?
Sony's mid- to high-end LCD TVs have a feature they call "X-Motion Clarity" that pretty much does that -- local dimming zones independently strobing (at 120Hz) depending on picture content/motion. Seems to work well.
VR headsets do this. They are one of the most common applications due to how important tracking motion is, and also because they refresh at a higher rate by design - for content at lower refresh rates (60hz for a game) the flicker is very noticeable. If you've used an Oculus Go, some games run at only 60hz and the backlight flicker becomes quite noticeable.
If you do that and the eye is tracking (as in the context, here) then you get ghost images rather than blur, which is still quite distracting. That's the reason that a lot of films avoid mid-speed panning shots.
Many of the gaming LCDs have an option to do that (some incorrectly label it as black frame insertion). It is painful to look at when active so no one uses it.
Comments
The bigger problem is sample-and-hold blur. When you watch a moving object your eyes move smoothly to track it ("smooth pursuit"). If the frame is displayed for more than a brief moment then the image on your retina will be smeared by that eye motion. For sharp looking motion you need either strobing/flicker, or very high frame rate, and many games don't support very high frame rates. Blurbusters has a good overview:
https://www.blurbusters.com/faq/oled-motion-blur/
I don't get why they don't make strobing LCDs. We have local dimming and LEDs can strobe well past CRT refresh rates, so why not strobe each local dimming region at e.g. 75Hz?
Sony's mid- to high-end LCD TVs have a feature they call "X-Motion Clarity" that pretty much does that -- local dimming zones independently strobing (at 120Hz) depending on picture content/motion. Seems to work well.
VR headsets do this. They are one of the most common applications due to how important tracking motion is, and also because they refresh at a higher rate by design - for content at lower refresh rates (60hz for a game) the flicker is very noticeable. If you've used an Oculus Go, some games run at only 60hz and the backlight flicker becomes quite noticeable.
You can strobe at a higher rate than the refresh rate; IIRC film projectors would strobe at 72Hz with a frame rate of 24Hz.
If you do that and the eye is tracking (as in the context, here) then you get ghost images rather than blur, which is still quite distracting. That's the reason that a lot of films avoid mid-speed panning shots.
Many of the gaming LCDs have an option to do that (some incorrectly label it as black frame insertion). It is painful to look at when active so no one uses it.
Search ULMB or Lightboost