We probably don't benefit much from going extremely higher than 120fpsHz - 165fpsHz for motion definition increases. 200 might be a good spot.
We do need way higher than 120fpsHz in order to remove sample-and-hold blur during viewport movement...
Anything over 21:9 is a waste. It's the perfect AR for DT use, just create bigger/dense panels using QD-OLED for it. Everything else is a waste of silicon.
Got mine today. I went into the PPI/resolution thing with super low expectations and figured it would be completely unusable on the desktop but its really not that bad. My head is roughly 36-38 inches from it and its perfectly usable.
I've given...
The cat's out of the bag. Yes, I'm with a team we hired in developing a new HDR standard that is usable for all OLEDs regardless of manufacturer, but yes -- LG is following our bandwagon instead of VESA. Win!
Due to lack of BFI, we are...
I'm planning to buy it as soon as it's available in Europe. I think a good curve is a must for comfortable viewing at desk distance, and I can't stand 32:9 aspect ratio, so there's barely any competition. Sure, the resolution is bad, but a 240 Hz...
Psst.... 4K 1000fps 1000Hz UE5 detail is now achievable with current 4000-series GPUs if we implement reprojection [YouTube]
I actually downloaded that demo and I was downright impressed, but I needed 100fps original framerate to eliminate...
Depends on pulse width. It's all about MPRT.
Motion blur is linked to pixel visibility time of a frame.
Assuming framerate=Hz and GtG=0 this is Blur Busters Law:
1ms of pixel visibility time translates to 1 pixel of motion blur per 1000...