Why Do Some OLEDs Have Motion Blur?

First published March 13th, 2013

Written by Mark Rejhon (aka Chief Blur Buster)

OLED has been regarded as a Holy Grail for eliminating motion blur. Unfortunately, not always: The portable Playstation Vita and Samsung Galaxy S3 have lots of motion blur during fast scrolling animations. They are not low-persistence OLEDs.

Why?

The answer lies in persistence (sample-and-hold). OLED is great in many ways, however, many of them are hampered by the sample-and-hold effect. Even instant pixel response (0 ms) can have lots of motion blur due to sample-and-hold. Some OLEDs use strobing for lower persistence, to eliminate motion blur, but not all of them do.

Your eyes are always moving when you track moving objects on a screen. Sample-and-hold means frames are statically displayed until the next refresh. Your eyes are in a different position at the beginning of a refresh than at the end of a refresh; this causes the frame to be blurred across your retinas:

sampleandhold1
(Source: Microsoft Research)
Vertical axis represents position of motion. Horizontal axis represent time.
Middle image represents flicker displays, including CRT and LightBoost.
Right image represents sample-and-hold displays, including most LCD and OLED.

The flicker of impulse-driven displays (CRT) shortens the frame samples, and eliminates eye-tracking based motion blur. This is why CRT displays have less motion blur than LCD’s, even though LCD pixel response times (1ms-2ms) are recently finally matching phosphor decay times of a CRT (with medium-persistence phosphor). Sample-and-hold displays continuously display frames for the whole refresh. Persistence (sample-and-hold) is a different measurement from pixel transitions (GtG). As a result, a 60Hz refresh (even on “2ms GtG” LCDs) is displayed for a whole 1/60th of a second (16.7ms persistence).

 sampleandhold2
(Source: Microsoft Research)

Motion blur occurs on the Playstation Vita OLED even though it has virtually instantaneous pixel response time. This is because it does not shorten the amount of time a frame is actually visible for, a frame is continuously displayed until the next frame. The sample-and-hold nature of the display enforces eye-tracking-based motion blur that is above-and-beyond natural human limitations.

An excellent web-based animation of sample-and-hold motion blur can be found via the Blur Busters UFO Motion Tests: Eye-Tracking Motion Blur Animation (View this link in a supported web browser on an LCD screen). This is motion blur from persistence.

Solution to Motion Blur

The only way to reduce motion blur caused by sample-and-hold, is to shorten the amount of time a frame is displayed for. This is accomplished by using extra refreshes (higher Hz) or via black periods between refreshes (flicker).

Some experimental OLED televisions now shorten frame sample lengths by strobing the pixels, and/or motion interpolation (extra refreshes). Motion interpolation can interfere with video games due to input lag. Fortunately, impulse-driving (flicker) is video game friendly.

This is why many HDTV displays now use motion interpolation and high refresh rates, as well as using scanning backlights. In addition, some new 120 Hz gaming computer monitors now have a strobe backlight feature such as LightBoost, which allows these LCD’s to have less motion blur than sample-and-hold displays (including the PS Vita OLED).

One big problem to overcome first, is that impulse-driving require a lot of brightness to compensate for extra black period between refreshes. OLED has historically had brightness problems, however, researchers are continually improving this.

Tests on Sony Professional OLED

Recently, several researchers (Hiroyuki Ito, Masaki Ogawa and Shoji Sunaga) have published OLED responsiveness findings about the Sony Trimaster PVM-2541, a Sony OLED display targeted at the professional markets.

This active-matrix OLED is impulse-driven at 7.5 milliseconds per pixel via a rolling scan, and has roughly equivalent motion blur as 120Hz non-LightBoost computer monitors, and LightBoost still outperforms OLED with as little as 1.4 milliseconds of measured motion blur (see 60Hz vs 120Hz vs LightBoost). As of 2013, most strobe-backlight gaming monitors today (see List of 120Hz/144Hz Monitors) has lower persistence than OLED.

oled-response

As shown in this chart from the scientific paper, “Evaluation of an organic light-emitting diode display for precise visual stimulation“, the graph shows this specific Sony OLED has slower response than CRT, with more motion blur. Currently, the best plasma displays and best LCD displays can outperform this specific OLED in terms of motion resolution. This may be a design decision of a balanced compromise between flicker, brightness, and motion blur. Future OLEDs may provide an adjustable black period for an adjustable trade-off.

Other References

This list of scientific references help you gain a better understanding of how eye-tracking creates motion blur on sample-and-hold displays:

Temporal Rate Conversion” (Microsoft Research)
Information about frame rate conversion, that also explains how eye tracking produces perceived motion blur on a sample-and-hold display, including explanatory diagrams.

Correlation between perceived motion blur and MPRT measurement
by J. Someya (SID’05 Digest, pp. 1018–1021, 2005.)
Covers the relationship between human perceived motion blur versus Motion Picture Response Time (MPRT) of the display. This also accounts for motion blur caused by eye tracking on a sample-and-hold display, a separate factor than pixel transition speed.

What is needed in LCD panels to achieve CRT-like motion portrayal?
by A. A. S. Sluyterman (Journal of the SID 14/8, pp. 681-686, 2006.)
This is an older 2006 paper that explains how scanning backlight can help bypass much of an LCD panel’s visible pixel transition speed. 

Frame Rate conversion in the HD Era
by Oliver Erdler (Stuttgart Technology Center, EuTEC, Sony Germany, 2008)
Page 4 has very useful motion blur diagrams, comparing sample-and-hold versus impulse-driven displays.

Perceptually-motivated Real-time Temporal Upsampling of 3D Content for High-refresh-rate Displays
by Piotr Didyk, Elmar Eisemann, Tobias Ritschel, Karol Myszkowski, Hans-Peter Seidel
(EUROGRAPHICS 2010 by guest editors T. Akenine-Möller and M. Zwicker)
Section “3. Perception of Displays” (and Figure 1) explains how LCD pixel response blur can be separate from hold-type (eye-tracking) motion blur.

Display-induced motion artifacts
by  Johan Bergquist (Display and Optics Research, Nokia-Japan, 2007)
Many excellent graphics and diagrams of motion blur, including impulse-driven and sample-and-hold examples.

Flicker Fusion
by Stephen Macknik, Barrow Neurological Institute (Scholarpedia)
Background information that relates to how flicker becomes a continuous image (applies to CRT and to scanning backlights).

Temporal Resolution
by Michael Kalloniatis and Charles Luu, Webvision (University of Utah)
Background information that relates to human vision behavior and how multiple flicker events, over a short interval, blends together.

More references can be found in Science & References.

Other Reading


9 Responses to Why Do Some OLEDs Have Motion Blur?

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  6. This article is featured in a LinusTechTips video!
    http://www.youtube.com/watch?v=qJv_zTaIUo0

    Blur Buster is mentioned at about ~4:30, and the website at about ~4:50. Oculus’ prototype prototype Crystal Cove OLED VR goggles is confirmed to use strobing to greatly reduce persistence.

    Related Blur Busters Forum Thread:
    http://forums.blurbusters.com/viewtopic.php?f=2&t=241

  7. nuninho1980 says:

    I have new receiver Dreambox 800 HD SE w/ Wi-Fi. The mini-OLED color of this receiver is PMOLED and gets 100% flicker (flicker is never any “soft” as CRT and VFD screens), :D
    But unfortunately any PMOLED has currently small screen with up to 5″ and up to 262k-color. But in future may have bigger screen PMOLED. ;)

    NOTE: We remember I don’t login in your forum because I don’t receive any message by email yet after send password forgotten.

  8. Pingback: How Oculus Rift Intends To Solve "Simulator Sickness" | DIGIZENS

  9. Pingback: How Oculus Rift Intends To Solve "Simulator Sickness" - ReadWrite 2014

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