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Nvidia's New G-Sync Pulsar Monitors Target Motion Blur at the Human Retina Level (arstechnica.com) 56

Nvidia's G-Sync Pulsar technology, first announced nearly two years ago as a solution to display motion blur caused by old images persisting on the viewer's retina, is finally arriving in consumer monitors this week. The first four Pulsar-equipped displays -- from Acer, AOC, Asus and MSI -- hit select retailers on Wednesday, all sharing the same core specs: 27-inch IPS panels running at 1440p resolution and up to 360 Hz refresh rates. Nvidia claims the technology delivers the "effective motion clarity of a theoretical 1,000 Hz monitor."

The system uses a rolling scan scheme that pulses the backlight for one-quarter of a frame just before pixels are overwritten, giving them time to fully transition between colors before illumination. The approach also reduces how long old pixels persist on the viewer's retina. Previous "Ultra Low Motion Blur" features on other monitors worked only at fixed refresh rates, but Pulsar syncs its pulses to G-Sync's variable refresh rate.

Early reviews are mixed. The Monitors Unboxed YouTube channel called it "clearly the best solution currently available" for limiting motion blur, while PC Magazine described the improvements as "minor in the grand scheme of things" and potentially hard for casual viewers to notice.
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Nvidia's New G-Sync Pulsar Monitors Target Motion Blur at the Human Retina Level

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  • Literally topic. OLED exists and offers around 0,03ms response time.

    If you're going to make a super expensive display for purposes of "high refresh rate with no ghosting", you may as well just go straight to OLED. No need to stick with LCD.

    • Re:OLED exists (Score:4, Informative)

      by DamnOregonian ( 963763 ) on Tuesday January 06, 2026 @05:21PM (#65906521)
      You're fundamentally misunderstanding the problem.
      The problem is exacerbated by LCDs because their actual pixel change time is so utterly abysmal, but it exists for any display-and-hold display with long pixel display times. OLED + 300+hz does get pretty close to CRT levels of motion- but for the people who care about that, and want to have crisp motion at more reasonable frame rates, there is black-frame-injection. For LCDs, there is Pulsar, which improves upon backlight strobing.
      • by AmiMoJo ( 196126 )

        It depends if you want smooth CRT like motion, or clarity that gives you a small but measurable advantage in games.

        That said OLED is the only choice for me because of its superior colour and contrast.

        • CRT motion is clear, motion on modern displays is not.
          That's why they like them.

          This is because CRT displays are basically stop motion.
          Only a very tiny fraction of them are lit at any time (you can check YouTube for a slow motion capture of a CRT if you want to know just how insanely little is lit).
          This makes their motion crystal clear, while a modern flat-panel displays and imagine and holds it until the next refresh. This makes your eyes interpret it as blur.

          That being said- I, personally, agree 10
          • by AmiMoJo ( 196126 )

            Oh I like CRT clarity too, but I'm not sure it's necessarily better than high frame rate OLED for any particular purpose. It just looks nice.

            • Honestly, I don't find it compelling to abandon the advantages of an OLED for, either.
              I was able to see what they were talking about- but it's just not worth it to me, particularly in modern games where there's less contrasty high contrast motion going on. Scenes are rich and full of pretty low-contrast details these days in the search for photorealism.

              Maybe I'm just too old to really see the awesomeness of speed running Super Mario 2, or I just fell too hard for immersive first person games that are an
              • by Luckyo ( 1726890 )

                It's worth noting that games like SM2 were specifically built with CRT feature set in mind.

                I.e. natural smoothing due to poor geometry handling, near instant display at specific low refresh rates, etc.

                Modern games typically offer much higher refresh rates, and expect pixel perfect geometry.

                • I agree that some game types are more suited to really make the medium pop- and they do, even by my critical eyes.
      • by Luckyo ( 1726890 )

        Sure, but the problem people have with these is generally cost. OLED is the expensive high end, and it's primary downside nowadays is durability. It's a monitor for a two-three year period, and then you have to switch as UI burn in starts to set in even with regeneration.

        These strobing monitors are typically in the OLED price range, and when they just come out, they tend to be well into OLED price range.

        That means there's no sense to buy one. Just buy an OLED if you have that much of a budget for a monitor.

  • A good question is, how many games will be able to keep up with rendering at 360 FPS? A better question is, how many humans can see the difference between 80Hz and 360Hz?

    • by Xenx ( 2211586 )
      I would say many/most could see the difference between 80Hz and 360Hz. You do get diminishing returns as you go higher. It would be harder for the average person to reliably tell the difference between 120Hz and 360Hz. The difference is generally considered imperceptible above around 200Hz. Aside from visual clarity, you technically still get a quicker human response time at higher frame rates. For most people that wouldn't be relevant, but could matter for professional play.
      • It would be harder for the average person to reliably tell the difference between 120Hz and 360Hz.

        Actually pretty easy, if you know what to look for.
        Things like Pulsar, BFI, and backlight strobing exist to change that, though.

        At 120Hz, motion blur is still acutely visible. At 300, It looks nice and clean.
        That's not a reasonable game framerate target though, so that's why we have articles like this and teh relevant mitigating technologies.

      • Every single person can easily tell the difference with higher refresh rates above 200hz and even higher when provided a fast moving image. It is imperceptible if the objects on screen on not moving - at the limit imagine non-moving picture you don't need more than 1 frame per second for that.
      • I don't understand, in the US lights turn on and off at a rate of 30Hz. I have met a few people who can tell the difference between a light that is on all the time and that. I think any frame rate above 40Hz is marketing hype myself, and a waste of money. In my psychology class, I learned that the "brain refresh rate" for the average person is about 20Hz. So, WTF?
        • I don't understand, in the US lights turn on and off at a rate of 30Hz.

          I think you mean 120Hz. Twice every cycle, not once every two cycles.

          • 60 cycles per second. Turns off twice a cycle. 120 "pulses per second", ya you are right, I got it backwards.
            • I remember why I was thinking that. Analog TV, back in the day, updated at 30FPS, and most people perceive that as smooth. So I don't get at how updating a screen at 200FPS is any more than a scam?
        • When the eye follows a fast, high-contrast object â" such as a mouse pointer or a tracer round in a video game â" the displayâ(TM)s frame rate causes the object to appear as a series of successive images. This occurs because the eye smoothly tracks the targetâ(TM)s average position, while the target itself jumps discretely from one frame to the next. The effect remains visible even at 120 Hz or higher, and under certain conditions can persist beyond 200 Hz.
    • If you're not playing at 4k, a lot of titles can push 300+ FPS easily, in particular the competitive titles that aren't designed to have the most graphical bling. In the landscape of competitive gaming, response time is what's important. For regular people they won't care about that difference, but the people who are competing are at the tail end of the bell curve and can feel that difference.

      I personally think this is pointless for most consumers, but there are plenty of people who buy that marketing. F
  • I prefer text-based games and stories. I can do the motion blur in my head.

    • by AmiMoJo ( 196126 )

      A lot of games add motion blur. I usually turn it off, but it's the default in most of them.

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