3 ms·
Arguably computer graphics are the best candidate since many engines already have a velocity buffer for effects like temporal anti-aliasing and motion blur... w
by psandersen 8y ago
Arguably computer graphics are the best candidate since many engines already have a velocity buffer for effects like temporal anti-aliasing and motion blur... would need API integration though.
My hunch is motion interpolation is preferred at high fps. E.g. a high action scene at 30 fps will need a lot more information to be filled in and has likely already been mastered with the target frame rate in mind (camera shutter speed etc).
But 120hz or more content will have very little motion between frames, and this motion will be far more linear (e.g. a finger might move 1cm between frames, but doesn't bend so less motion artefacts).
So 120hz content upscaled to 960hz+ would be much closer to native 960hz content and preferable to displaying at the original 120hz. A logical implementation would be VR headsets with a built-in DSP.