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Nui
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Posted: Fri, 9th Oct 2015 19:54 Post subject: some truth about 'human eye cant see more than 24fps' (nope) |
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Unfortunately this isn't some funny troll post, but go ahead and turn the thread into a mess, because while interesting, this post is going to be mostly inconsequential
If you care to look at the testufo which nicely demonstrates a variety of monitor-eye effects depending on the display type.
This is an image of pattern used by that site. This pattern would just move to the right at an adjustable speed.
Here is my point. In the default settings of 12 px/s I am unable to see the checkerboard unless I follow its motion! Instead I see vertical lines that go all the way down. So at least 2 consecutive motion phases merge together for me. This should mean, that the maximal possible (!) temporal resolution of my eyes in this test is 30 fps! Probably lower, possibly 24fps
edit: Actually I realized this just a flicker test: http://www.nfohump.com/forum/viewtopic.php?p=2798502#2798502
edit: the following I still consider true
All problems related with motion (stutter, blurring) only occurs when we follow movement with our eyes! Which makes this knowledge almost pointless, because we automatically follow motion
Btw, while I'm at it, for stutter and blurring the most important factor is the frame display duration, not really the frame rate. A 30 fps video with black frames inserted (BFI) on a display that already has dark phases shows pretty good looking motion as far as im concerned, however it flickers like mad. So you basically need a somewhat high frame rate to reduce the frame display duration. More useless information
Motion blur is what this Ufo test is actually about. It shows motion blur and makes it measureable by eye. If anyone is interested. Btw, experience with this made me realize that in extreme cases I should be able to see the difference between 200 and 400 fps in a game. Although that would be extreme nitpicking.
Side note: for gaming you would want a high frame rate anyway, because of input lag. Making this even more useless for us, so hooray 
Last edited by Nui on Sat, 10th Oct 2015 13:44; edited 6 times in total
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Posted: Fri, 9th Oct 2015 19:56 Post subject: |
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nonononononononono
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Nui
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Posted: Fri, 9th Oct 2015 19:59 Post subject: |
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bahb bahrnsen, stahp!
kogel mogel
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Morphineus
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Posted: Fri, 9th Oct 2015 20:42 Post subject: |
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It's rather daft to express our sight in FPS. Our eyes are way more advanced to put it in derp terms! 
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Kaltern
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Posted: Fri, 9th Oct 2015 20:43 Post subject: |
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http://www.testufo.com/#test=framerates
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Morphineus
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Posted: Fri, 9th Oct 2015 20:58 Post subject: |
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fuck sake, those tests gave me a headache. Lousy 30fps 
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Posted: Fri, 9th Oct 2015 21:08 Post subject: |
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TSR69
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Posted: Fri, 9th Oct 2015 21:17 Post subject: |
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There is a difference between distinction between separate frames and being able to see fluency of motion with higher FPS.
Formerly known as iconized
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Nui
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Posted: Fri, 9th Oct 2015 23:21 Post subject: |
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Morphineus wrote: | It's rather daft to express our sight in FPS. Our eyes are way more advanced to put it in derp terms!  |
Im not saying we should in general .
But for a very specific example like this I dont see why not, which is why explicitely wrote "in this test". I tried not to generalize. After I do understand, that my peripheral vision is much better a detecting flicker for example.
I just found it interesting, that "eyes can see more than 24fps" bullshit isn't complete nonsense, just mostly
MinderMast wrote: | You just make a leap from motion resolution to framerate and come up with numbers that are not connected - there is no relation between how fast the object is moving and FPS, so you can't make any claims on what your eyes can see in terms of framerate even if the term was applicable to human sight |
That is not what I tried to do. Its always 60 fps, true, but given this particular speed Im unable to see each 60 frames per sec individually. At least (!) two merge together, hence why I believe I can see at most (!) 30 images (of this kind) per second. I could for example produce a 30 fps video that has the same visual result, though actually I could produce a still image with the same visual result
MinderMast wrote: | If you set it to 1 pixel per frame it will still run at 60 FPS (or whatever your refresh rate is), but will move much slower. At that speed, if it was running at lower FPS the motion would not look as smooth. What would be your math then?  |
I wouldn't deduce anything from that, because the collapse of two or more frame doesnt appear visually
TSR69 wrote: | There is a difference between distinction between separate frames and being able to see fluency of motion with higher FPS. |
Which is why I said so in the first post
Even 24p can appear pretty smooth, when you don't move your eyes at all, which is pretty hard to do though.
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Nui
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Posted: Fri, 9th Oct 2015 23:53 Post subject: |
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Posted: Sat, 10th Oct 2015 00:49 Post subject: |
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Well I would assume the difference comes from displays, but on my 60 Hz IPS and on my HDTV flicker is visible, even if it's quite subtle. If I increase the line width then it becomes very visible indeed. The listed response time on that monitor is 8ms, so it's not exactly a high-performance display.
On the 120Hz display running at 60Hz the flicker is more visible than on others, but it could be some timing quirk as well, since there is definitely something off with its 100Hz mode, seeing how it flickers more than when running at 60Hz.
In any case, at 120 FPS the lines are absolutely solid and flicker free regardless of the width or other settings, even when I enable the "240 Hz" backlight scanning/strobing mode (this kills the motion blur).
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Nui
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Posted: Sat, 10th Oct 2015 02:59 Post subject: |
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Posted: Sat, 10th Oct 2015 04:22 Post subject: |
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The site where you took that image / tests from are huge advocates of 120+hz backlight strobe monitors, gsync and high fps so i'm not sure where you are drawing this conclusion from?
I'm using a 27" strobe back-light monitor with the blur-busters tool to adjust frequency, when i show anyone i know games at stock standard then games with strobe back-lit they say "night and day difference regards blur or fluidity" -> not all games benefit but anything first or third person i would say is drastically improved with strobe eliminating lcd cool-down.
I don't think i could run a standard monitor for gaming without gsync or strobe after making this switch.
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Nui
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Posted: Sat, 10th Oct 2015 11:31 Post subject: |
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AmpegV4 wrote: | The site where you took that image / tests from are huge advocates of 120+hz backlight strobe monitors, gsync and high fps so i'm not sure where you are drawing this conclusion from? |
I actually stated that high frame rates and dark phases (e.g. via backlight strobe) are necessary.
I explained what I drew my conclusions from however I retracted that statement already (and editet that in the first post now).
AmpegV4 wrote: | not all games benefit but anything first or third person i would say is drastically improved with strobe eliminating lcd cool-down. |
To me everything where something not so small moves profits from it. What do you mean by lcd cool-down? While strobing could hide some lcd motion defects, it most importantly reduces the sample & hold effect, the frame display duration.
AmpegV4 wrote: | I don't think i could run a standard monitor for gaming without gsync or strobe after making this switch. |
I understand that. Does the strobing and gsync work together?
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