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by mrob
537 days ago
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You're correct, but sadly most games and movies are made with low frame rates. Even 120fps is low compared to what you need for truly realistic motion. Flicker is a workaround to mitigate this problem. The ideal solution would be 1000fps or higher on a sample-and-hold display. |
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Isn't motion blur the best workaround to mitigate this problem?
As long as we're dealing with low frame rates, the motion blur in movies looks entirely natural. The lack of motion blur in a flicker situation looks extremely unnatural.
Which is why a lot of 3D games intentionally try to simulate motion blur.
And even if you're emulating an old 2D game designed for CRT's, I don't see why you'd prefer flicker over sample-and-hold. The link you provided explains how sample-and-hold "causes the frame to be blurred across your retinas" -- but this seems entirely desirable to me, since that's what happens with real objects in normal light. We expect motion blur. Real objects don't strobe/flicker.
(I mean, I can get you might want flicker for historical CRT authenticity, but I don't see how it could be a desirable property of displays generally.)