[HN Gopher] Blur Busters Open Source Display Initiative - Refres...
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       Blur Busters Open Source Display Initiative - Refresh Cycle Shaders
        
       Author : NavinF
       Score  : 77 points
       Date   : 2025-01-05 04:09 UTC (18 hours ago)
        
 (HTM) web link (blurbusters.com)
 (TXT) w3m dump (blurbusters.com)
        
       | JonathanFly wrote:
       | So this a new method that simulates a CRT and genuinely reduces
       | motion blur on any type of higher framerate displays, starting a
       | 120hz. But it doesn't dim the image like black frame insertion
       | which is the only current method that comes close to the clarity
       | of a CRT. But it also simulates other aspects of CRT displays,
       | right?
       | 
       | Can you use this method just to reduce blur without reducing
       | brightness, on any game? They mention reducing blur for many
       | things other than retro games in "Possible Use Cases of Refresh
       | Cycle Shaders" but does reducing blur in a flight simulator also
       | make it visually look like a CRT with phosphors?
        
         | delusional wrote:
         | They do mention that it does reduce brightness. The selling
         | point compared to strobing sounds to be less eyestrain. I'd
         | expect it to lose more brightness than strobing, considering
         | the lower relative pixel on time.
        
       | vlovich123 wrote:
       | Does this mean that the original duck hunt gun might work again?
        
         | AnthonBerg wrote:
         | There's a really interesting discussion of precisely this in
         | the comments under the article! Recommended. Might have to dig
         | to see it.
        
           | vlovich123 wrote:
           | I don't see any comments under the article. Maybe have to be
           | logged in?
        
             | paulbgd wrote:
             | It's on the article before this one. The tldr is that no,
             | this doesn't reduce latency so there's no chance of making
             | the original light guns work without modifying either them
             | or the game.
        
       | rasz wrote:
       | If this is proven to work for 99% people and high refresh
       | displays become cheap GPUs could optimize for rendering just a
       | sliver of screen at a time.
        
       | stevage wrote:
       | I do not understand at all what this is talking about or why. Is
       | it some elaborate joke?
       | 
       | Don't visual effects people go to lots of effort to add motion
       | blur? Why would you want to remove it?
       | 
       | Why are they trying to simulate old CRT displays?
       | 
       | Can someone explain what this is about?
        
         | fishermanbill wrote:
         | Yeah they are two different effects. Theres motion blur on
         | individual objects that you want (as human eyes see/have) then
         | there is full screen motion blur that is due to the display
         | technology (lcd,oled etc) that you dont want (as human eyes
         | dont see/have). CRTs dont have this motion blur as the screen
         | is blank most of the time - see slo mo guys on youtube for crt
         | displays.
        
         | Springtime wrote:
         | This is about improving motion clarity, so each displayed frame
         | of moving content looks crisp rather than having blur
         | (something that monitors can struggle with even at high refresh
         | rates / high Hz).
         | 
         | Most good monitor reviews of high Hz displays (eg: 120Hz+) take
         | fast photographs of moving objects (typically from Blur
         | Busters' 'Test UFO' web page) to demonstrate how good or poorly
         | a monitor handles fast moving content.
         | 
         | One technique of significantly improving motion clarity is
         | inserting frames of pure black in the display output (aka BFI,
         | black frame insertion). A downside is some are sensitive to
         | this where it causes eyestrain.
         | 
         | This CRT beam simulating shader is said to be similarly
         | effective to BFI at improving motion clarity but with the
         | benefit of reducing eyestrain. However from what I understand
         | the current version is limited to simulating a lower Hz display
         | and requires a higher Hz monitor.
         | 
         | All this is distinct from the kind of in-media motion blur that
         | can be enabled in games or seen in recorded video. It's instead
         | about the monitor not being able to render fast moving content
         | clearly enough which leads to non-crisp output frames.
        
           | stevage wrote:
           | Thank you, that's a really great explanation.
        
           | noduerme wrote:
           | What is the method used on newer TVs that attempts to double
           | the framerate / interpolate frames / make everything shot on
           | film look like an overlit soap opera? I find it impossible to
           | watch; it destroys the lighting and the performances. My
           | recollection of CRT TVs was that they had a lot of blur, both
           | motion and spatial, and that was kind of what made them feel
           | warmer and more analog / less overly crispy.
        
             | Springtime wrote:
             | That's typically called 'motion smoothing' and yeah that's
             | trying to interpolate frames to manipulate lower framerate
             | video (like 24FPS) into higher framerates in an attempt to
             | make scenes like panning shots 'smoother' at the expense of
             | a soap opera feel and interpolation artifacting.
             | 
             | Whereas what Blur Busters (and similar enthusiasts) are
             | focused on is how accurately frames are (perceptibly)
             | displayed on the screen, so ideally each input frame is
             | perfectly presented without any interference from prior
             | frames (due to limits of panels in keeping up with changing
             | the pixels from one frame to another, very rapidly, causing
             | blurring).
             | 
             | The ultimate goal, in a perfect scenario, is for input from
             | say a video game running at 60 frames per second to have
             | each frame perfectly rendered like individual screenshot
             | stills, one after the other. In reality for most monitors
             | displaying such content there's not enough distinct
             | separation between frames, leading fast changing pixel
             | content (like objects moving) to blend into each other,
             | causing blurring at the monitor level.
             | 
             | The BFI technique, by inserting alternating black frames in
             | the output, mitigates the inter-frame blending issues since
             | instead of the prior frame being various colors (ie: of the
             | prior input frame) it's starting from pure black which
             | dramatically reduces frame blending artifacts and
             | perceptibly makes the motion clarity more distinct.
        
               | CuriousSkeptic wrote:
               | It's not that the frames blend in the screen. Screens are
               | perfectly capable of switching the pixels fast enough.
               | It's rather that each frame is displayed for to long.
               | 
               | In a CRT the "pixels" start to fade immediately leaving
               | the full screen mostly dark as the beam sweeps over the
               | screen. It never shows a full frame.
               | 
               | One could say that modern screens are more like slide
               | shows, while BFI tries to make them more like
               | stroboscopes.
               | 
               | The blurring effect is more pronounced ate low refresh
               | rates, its just that BFI requires at least 120hz to male
               | sense at all.
        
               | fulafel wrote:
               | CRTs don't darken that fast, one way to observe this is
               | that CRTs don't appear black in photos/video with shutter
               | times << 1/60
        
               | yuriks wrote:
               | They do darken that fast (not fast enough you can't catch
               | it in a high speed camera, but much faster than a frame).
               | Most of the apparent persistence in the CRT comes from
               | the retina/camera exposure, not the phosphor. A CRT has a
               | sharp peak of light that quickly falls off, but the peak
               | is bright enough that even though it is brief, when
               | averaged out in an exposure in the camera it still
               | appears bright enough to form an image.
        
               | chowells wrote:
               | You've never taken photos of a CRT, have you? Even at
               | like 400 ISO equivalent, only about a third of the screen
               | is illuminated.
        
               | tigen wrote:
               | Yes, the relevant blur here is in your retina, as it
               | tracks a moving screen object, called "sample and hold"
               | blur. 60 fps is not enough when the pixel persists for
               | the full frame duration -- the pixels smear across your
               | retina.
        
               | thfuran wrote:
               | >at the expense of a soap opera feel
               | 
               | The "soap opera feel" is precisely the goal of motion
               | interpolation on 24 fps source. It reminds people of soap
               | operas because they were often broadcast 60i instead of
               | 24p. The weird part is that many people somehow prefer
               | the terrible 24 fps to higher film frame rates.
        
         | 7734128 wrote:
         | Because I hate it.
        
         | haunter wrote:
         | First thing I turn off in every single game is motion blur.
         | It's only useful in racing sims to have more sense of speed but
         | that's also a personal taste.
         | 
         | Motion blur made a bit more sense on the 30fps Xbox 360 and PS3
         | games.
        
         | martini333 wrote:
         | Why exactly do you think motion blur is added?
        
         | cubefox wrote:
         | Our eyes are constantly and mostly unconsciously tracking
         | moving objects in our field of view in order to keep them still
         | relative to our eyes. It's called Smooth pursuit:
         | https://en.wikipedia.org/wiki/Smooth_pursuit
         | 
         | This is because our retina has a very low "refresh rate", which
         | means things can easily blur together. Smooth pursuit prevents
         | that. However, modern sample-and-hold displays like LCD and
         | OLED work against Smooth pursuit. If you watch anything moving
         | on a screen (including "still" objects moving on screen due to
         | camera movement), your eye will automatically track those
         | objects if they are momentarily the focus of attention, which
         | should make them be still relative to your eyes and thus appear
         | sharp.
         | 
         | However, since the tracked object is being still relative to
         | your eyes and the individual frames on screen are being still
         | relative to your screen, the frames _move_ (are not being
         | still) relative to your eyes. Which means they appear blurry
         | during smooth pursuit, when in reality they should be perfectly
         | sharp.
         | 
         | For example, your eyes track a sign that moves on the screen
         | due to camera movement. Say it moves 10 pixels per frame
         | horizontally. This means you will see a 10 pixel wide
         | horizontal blur on this sign. Which could make it unreadable.
         | In reality (without screen with a real sign) the sign would
         | appear perfectly clear.
         | 
         | On CRT screens this doesn't happen (to the same extent) because
         | the frame is not displayed for the entire frame time (e.g.
         | 1/60th of a second) but much shorter. The CRT just very quickly
         | flashes the frames and is dark in between. Strobing/flickering
         | basically. So if the tracked object moves 10 pixels per frame,
         | the frame might only be (say) visible for 1/5th of that frame
         | time, which means it moves only 2 pixel while the frame is
         | actually on screen. So you get only 2 pixel blur, which is much
         | less.
         | 
         | Of course at 60 FPS you might instead get some degree of
         | perceptible flicker (computer CRTs therefore often ran higher
         | than 60) and in general the overall achievable screen
         | brightness will be darker, since the screen is black most of
         | each frame time. CRTs had a low maximum brightness. But they
         | had very little of the "persistence blur" which plagues sample-
         | and-hold screens like OLED and LCD.
         | 
         | The motion blur intentionally introduced by video games is
         | there to make moving objects appear smoother that are _not_
         | tracked by our eyes. In that case motion blur is natural (since
         | smooth pursuit doesn 't try to remove it). So some forms of
         | motion blur are undesirable and others are desirable.
         | 
         | The optimal solution would be to run games (and videos content
         | in general) at an extremely high frame rate (like 1000 FPS)
         | which would introduce natural perceptible motion blur where it
         | naturally occurs and remove it where it doesn't naturally occur
         | (during smooth pursuit). But obviously that would be
         | computationally an extremely inefficient way to render games.
         | 
         | By the way, if you have a screen with 120+ Hz you can test the
         | above via this black frame insertion demo, which emulates how
         | CRTs work:
         | 
         | https://testufo.com/blackframes
         | 
         | On my 120 Hz OLED screen, the 40 FPS (1 frame + 2 black frames)
         | UFO looks as clear as the native 120 Hz UFO. A real 60 or even
         | 80 Hz CRT screen would be even better in terms of motion
         | clarity. Perhaps better than a 240 or even 480 Hz OLED.
        
       | saagarjha wrote:
       | Past discussion: https://news.ycombinator.com/item?id=42506211
        
       | fishermanbill wrote:
       | We need display manufacturers to provide a refresh cycle that is
       | agnostic of the incoming signal hz sent down the cable AND to
       | either provide shader support (ideally) at the displays hz OR to
       | implement this shader.
       | 
       | There really is no need for an expensive RetroTink if we had
       | this. Some manufacturer must be able to do it and the rest would
       | follow.
        
       | nopurpose wrote:
       | With about half of the screen is black, can it also boost FPS by
       | not spending GPU time on pixels in those areas if integrated deep
       | into engine?
        
         | kevingadd wrote:
         | You could definitely do this, but a lot of modern rendering
         | techniques rely on having full copies of previous frames lying
         | around, like TXAA, screen-space reflections, etc.
        
           | rzzzt wrote:
           | The images are briefly persisted and averaged in the back of
           | the viewer's eye.
        
         | Scene_Cast2 wrote:
         | I don't think this is how it works.
         | 
         | The technique is for when you have X fps content and Y fps
         | capable monitor, where Y > X. In games, you'll still render at
         | your old FPS cap, but this shader is for relatively cheaply
         | generating extra frames that will make the content look
         | smoother / sharper.
        
       | fishermanbill wrote:
       | Does all this shader really get around is the problem of display
       | inversion?
       | 
       | From Gemini: "Display inversion is the process of alternating the
       | voltage between positive and negative for each pixel on an LCD
       | screen to prevent damage. This process is called polarity
       | inversion."
       | 
       | If display manufacturers knocked that on the head for certain
       | scenarios then surely we could just have a simple block of
       | horizontal screen scrolling down the display at high refresh
       | rates?
       | 
       | Phosphor fall off as far as can be seen in Slo Mo Guys is quite a
       | small effect not on the scale of this shader.
        
       | parski wrote:
       | I'd buy a new TV or monitor for this feature alone.
        
       | P_I_Staker wrote:
       | Cycle refresh shaders where someting my last team really nailed.
       | The key challenge was during the day there is a lot of sun.
       | Adjustments can be made to the location, it really pays
       | dividents.
        
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       (page generated 2025-01-05 23:01 UTC)