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>Instead of leaving a frame on for the entire 16 milliseconds or so that’s usual for a 60 frame-per-second game, the new display switches it on for only 1 or 2 milliseconds, then switches it back off quickly until the next frame is ready. The result is much less blurring when moving quickly through the VR space since the display is no longer showing frames that are a few milliseconds out of date.

It's interesting that just turning off the frame after showing it briefly eliminates the blurring. It's basically adjusting the interface between the system output and our visual input, moving the persistence illusion "calculation" to our brain instead of doing it in the device and having it be misinterpreted by the brain. They're now pushing frames at a fixed rate into the brain instead of letting the brain pull frames at will.