TL;DR: Lots of display progress still coming. We currently predict 2000 Hz consumer displays arriving by 2030, and 4000 Hz consumer displays arriving by 2035.
Blur Busters Area 51 Portal, where I'm also cited in 50+ research papers: blurbusters.com/area51
13.02.2026 19:17
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Strobing is a fantastic solution for lower frame rates (Hello DyAc and BFI and GSYNC Pulsar and XG2431) but not everyone can handle it, too many of us get eyestrain.
13.02.2026 19:17
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Obviously, our work is cut in front of us, to fix 100 layers of the "weak links onion" of many system and hardware stutters/blurs. It's why 500Hz OLEDs currently outperform 1000 Hz LCD.
Blur Busters Law dictates:
- Motion blur = pulsetime for strobing
- Motion blur = frametime for sample & hold
13.02.2026 19:17
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So techless nailed the ballpark retina Hz for a strobeless sample-and-hold display. A display where you want to simultaneously eliminate both motion blur AND stroboscopics AND flicker.
13.02.2026 19:17
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That's for eye tracked gazes. For fixed gaze, that's stroboscopic effects (phantom array) at that pixel step.
If you go above 8K, move to a 16K 180-degree VR display with even faster motionspeeds, and you start getting numbers much closer to 40,000 fps=Hz like the techless video.
13.02.2026 19:17
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If you add GPU motion blur to fix stroboscopics:
- 2000 Hz, 8000pps = 8 pixel motion blur
- 4000 Hz, 8000pps = 4 pixel motion blur
- 8000 Hz, 8000pps = 2 pixel motion blur
- 16000 Hz, 8000pps = 1 pixel motion blur
13.02.2026 19:17
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For perfect framerate=Hz panning on 8K at 8000 pixels/sec, at perfect 0ms GtG and no jitter:
- 2000 Hz, 8000pps = 4 pixel motion blur
- 4000 Hz, 8000pps = 2 pixel motion blur
- 8000 Hz, 8000pps = 1 pixel motion blur
13.02.2026 19:17
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Let's imagine a giant 2000Hz 8K TV on your desktop.
Retina resolution, sample and hold, no blur reduction, and big. You have a 90-degree FOV of that TV on your desk.
Motion blur puts pixels below retina resolution. Panning motion at 8000 pixels per second, one screen width/sec. Easy to eye-track.
13.02.2026 19:17
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This is assuming you zero out all 1000+ hardware & software weak links. Tiny list of examples: no jitter, no stutter, no GtG. GtG makes 500Hz OLED have clearer motion than 1000Hz LCD: You don't want 1ms GtG before/after your 1ms frametimes.
Now, let's go extreme, for the 5-digit number.
13.02.2026 19:17
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Approximate orders of magnitude, fps=Hz:
- 10 = slideshows turns into motion;
- 100 = flicker fusion (Talbot Plateau)
- 1000 = (at GtG=0.0) no motion blur for tiny 1080p screens
- 10000 = both motion blur & stroboscopics cease to be visible for wide-FOV retina resolution screens.
13.02.2026 19:17
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The human eye can see 39,620 Hz
YouTube video by techless
Techless video where human eyes can detect display imperfections up to nearly 40,000fps 40,000 Hz due to stroboscopic effect:
13.02.2026 19:17
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Retina refresh rate is extremely high! 5-digit Hz.
Kudos to techless for fantastic video (39,620 Hz, though estimated ~20,000 Hz a few years ago).
There are 4 main visibility thresholds. Expand this post to dive into rabbit hole for a moment 🕳️🐇ִֶָ
13.02.2026 19:17
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Asus V7700 Deluxe with the CRT 3D glasses
28.01.2026 06:30
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Thanks for having me on the program Bob!
12.01.2026 18:51
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Yes, for a single GPU, the strategic use of a framerate cap, and configuring the ShaderBeam CRT Hz to match. That can produce the best experience!
02.01.2026 23:52
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Not a performance hit but a synchronization reliability issue.
A lot of GPUs have difficulty multitasking a framerate-perfect (critical framerate=Hz) shader with intense game rendering.
If you have good GPU and good drivers, a single GPU is workable with some performance tweaks
29.12.2025 10:20
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There's tricks to run CRT simulator in GameScope hooks. Some of my fans ran ReshadeDeck to get 45Hz CRT on 90Hz portable OLED
29.12.2025 03:20
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Try to use OLED and also make sure your native:simulated Hz ratio is 4 or more for best experience too!
28.12.2025 20:17
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Finally. Merry Christmas!
Reliable CRT beam simulation for Windows Desktop.
Best when used with 2 GPUs. One big GPU for game, one little iGPU for CRT simulator.
28.12.2025 20:16
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Also HDR doesn't yet work in Safari, but I will be adding WebGPU HDR early 2026!
19.12.2025 21:38
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- Blur Busters
Blur Busters is excited to announce Version 3.0 of TestUFO has been launched at testufo.com! What is TestUFO? TestUFO is the world's most popular web-based display testing suite, used by many hundreds...
PRESS RELEASE - Official Public TestUFO 3.0 Announcement. TestUFO 3.0 Upgrades:
- Faster, Mobile friendly
- Custom scaling, 1:1 scale, 200%/400%, square pixels
- WebGL & shaders, WCG/HDR, Display-P3 & Rec.2020
- 1000+ Hz support (with tweak)
- Improved settings screen
blurbusters.com/announcing-t...
18.12.2025 19:50
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I also will be adding a chroma subsampling test in 2026 too!
27.11.2025 14:51
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Oh; Not HDR but subpixels. It's the phenomenon where odd subpixel layouts of OLEDs result in colored fringing around text/etc. This has been a problem for decades when the OS isn't aware of the odd subpixel layouts;
(The custom "ClearType" / odd subpixel compensation demo is not published yet.)
25.11.2025 21:49
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@marat-tanalin.bsky.social
Please view: forums.blurbusters.com/viewtopic.ph...
And zoom your browser & adjust OS DPI to see what happens.
25.11.2025 02:15
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Oh wow! I've been working on shaders that de-fringe color artifacts on WOLED & QD-OLED subpixel structures. I added WebGL & HDR support (Rec.2100 and Display-P3 HTML canvases) to the TestUFO 3.0 website which means I can now execute my own shadertoys inside TestUFO. Filters coming 2026 (MIT license)
25.11.2025 00:42
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