![]() This is increasingly important the closer in humankind, that we try to approach Holodeck realism during virtual reality situations. The rapid occulsion-deocculsion effects look better the higher the refresh rate you go. In real FPS games the cracks are much bigger but let's assume a much tinier crack that are only a few pixels wide, and you're wanting to "scan" faster. (Admit it, you might even scan-peek through the crack of a bathroom stall door sometimes to check if a toilet stall is occupied!). Or trying to peek through a very tiny crack in a door in a FPS game (millimeter-league cracks that are only a single or two pixels on screen) via turn/strafing left-right to "rapidly scan through the crack". Real world applications: Playing FPS games while looking through dense bush or cracks or fence slats. ![]() This TestUFO test, powered directly off the monitor's refresh rate, also reliably doubles in resolution (for a specific motion speed) at double the Hz. Same for spinning-LED-rod displays/clocks/wheels/etc. Just like a real Nipikow mechanical TV - the higher the Hz you can flicker a bulb (neon lamp in the 1920s, or single LED for modern Nipikow wheel reproductions) - the higher the resolution of the mechanically-generated image. When you reboot to Windows, please test this test again at 120Hz - you'll see the image become half as pixellated as at 60Hz. I also was able to test on an experimental 480 Hz display (shhhhh.) and it still provided noticeable improvement over 240 Hz in this type of occulsion test. The "resolution" of the image that shows up is much more dependant on the refresh rate of the display. You'll notice that the "resolution" of the image that shows up for a specific motion speed and refresh rate, stays the same, regardless of the separation between vertical lines. ![]() 60Hz is *extremely* limiting for this type of test.) Go into full screen mode or maximize your browser window. (It's much harder to track eyes at Separation 64, so I set motionspeed to 1920 pixels/second. Notice that the pixellated horizontal resolution of the underlying image remains constant, regardless of separation between vertical lines? (Assuming Hz and motionspeed remains the same). In fact when you change line separation, the pixel size stays the same for different motion speeds. You'll notice that the "wide pixels" that show up at 60Hz, and the resolution doubles every time you double refresh rate. I'm probably the first person to successfully implement this in pure HTML5 for onscreen demos, powered directly off a monitor's refresh rate. Yes, it uses the same principle - like spinning LED bike wheels - or Nipikow wheels (mechanical TVs). On newer Androids/iPhones, it syncs perfect. You can also try it on your Android or iPhone, too. If you are in Linux and it is stuck at 60fps, then temporarily switch to 60Hz, to test it out (it might not work perfectly, but better than 60fps 144Hz) ![]() If you track your eyes on the moving UFO, the vertical lines disappear (assuming your framerates are synchronized to VSYNC). if your Linux browser stubbornly stays at 60fps during 120Hz). But it won't show the effect of doubling refresh rate as well. It's one of the more creative TestUFO optical illusions that I have ever invented - so I suggest you try it out sometime!Ĭhrome/FireFox might synchronize "well enough" despite the error message it displays in Linux - as long as it syncs to 60fps. More of an optical illusion to demonstrate a behavior that scales with higher Hz - the image becomes progressively less pixellated as you go from 60Hz -> 120Hz -> 240Hz. It's one of the best-ever optical illusions that I have ever invented, I think. ![]()
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