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mstdesigns
Honored Guest
12 years ago

30FPS vs 60FPS vs 1200FPS

I created a simple test animation at 1200FPS. By blending 20frames together we are able to display all the frames on a 60HZ panel. This way we would be able to display a 1200fps realtime rendering on a 60-120HZ panel without requiring a lot of bandwidth (as no cable can go more than 120FPS atm) and with current panel tech.

Cube - 30fps http://www.filedropper.com/cube30fps
Cube - 60fps http://www.filedropper.com/cube60fps
Cube - 1200fps http://www.filedropper.com/cube1200fps

I believe that the blending can be done realtime in GPU as the tech progresses so we would be able to display 1000-2000fps on a 60-120HZ panel and achieve lifelike motion :D

It would be cool if this would be moded in old games so clocking 1000fps wouldn't be just for bragging rights :)

2 Replies

  • The problem is not the frequency, the problem is color sustain. All you getting like this is extra motion blur by brute-force method on moving objects, on top of sustain blur caused by eye motion against static picture.

    To get crisp image on fast moving objects, you should 1) make very little sustain (eliminates sustain blur) and 2) make higher physical update rate (makes less distance gaps between frames).

    Very little color sustain is the single reason why laser displays give so sharp picture on moving objects, regardless of update rate (as long as it's bigger than 20) (by which I mean monitor full scan time, not GPU update rate).
  • I just tried this, it's an interesting concept.

    It does appear to have smoother motion at the 1200fps. However, I think a lot of the blurring is masked by having a flat-shaded gray cube. If it were a detailed model with fine textures I think the blur would be more of an issue. Then it's a trade-off between having a sharper image and having smoother motion.