Monitor Motion Blur & MPRT Pursuit Camera Simulator
Visualize real-time retinal eye-tracking motion blur, sample-and-hold pixel persistence, and backlight strobing (DyAc 2 / ULMB 2 / ELMB) across 60Hz to 540Hz displays.
Simulated Retinal Tracking Frame
At sample-and-hold, MPRT = 1000 / Refresh Rate ms.
Simulates strobe flash timing vs full pixel illumination.
Aggressive monitor response time presets create overshoot artifacts.
How Pursuit Cameras & MPRT Blur Work
When you play fast-paced shooters like CS2, Valorant, or Overwatch, your eyes track moving enemy heads across the screen. Even on a monitor with instant 0.1ms pixel transitions, moving objects look smeared. This is because standard displays hold the frame constantly for 1/Hz seconds.
Smear Width (Pixels) = (Speed px/s) * (MPRT seconds)At 960 px/s on a 60Hz monitor (16.6ms), an enemy head blurs by 16 pixels. On 540Hz or 1ms strobing, blur drops below 1 pixel.
Strobing drastically sharpens dynamic clarity, but reduces brightness (nits) by 30-50% and can cause subtle flicker fatigue for light-sensitive players. Ensure your frame rate matches refresh rate to avoid dual-image strobing artifacts.
Frequently Asked Questions
Why does 240Hz or 360Hz still have motion blur without backlight strobing?
Human eyes track moving objects across a flat display smoothly, but modern LCD and OLED displays operate on a 'Sample-and-Hold' mechanism where each image remains static for 1/Hz seconds (4.16ms at 240Hz, 2.77ms at 360Hz). While your retina moves continuously across the pixel grid, the stationary image smears across your photoreceptors, creating physiological eye-tracking motion blur directly proportional to MPRT (Moving Picture Response Time).
What is the difference between GtG (Gray-to-Gray) and MPRT?
GtG measures how fast liquid crystals transition from one shade of gray to another (pixel transition latency). MPRT measures how long a pixel remains continuously illuminated on your retina per frame (pixel persistence). Even if an OLED panel has a near-instant 0.03ms GtG, its motion blur at 120Hz is identical to a fast IPS display (8.33ms MPRT) because the frame stays lit for the full 8.33ms duration.
What are BenQ DyAc+, ASUS ELMB, and NVIDIA ULMB 2?
They are proprietary backlight strobing implementations (Black Frame Insertion - BFI). By shutting off the LED backlight while pixels transition and pulsing the backlight only when pixels stabilize (e.g. for 0.5ms or 1.0ms), persistence is reduced from 4.16ms down to sub-1ms, delivering CRT-like visual clarity at the cost of screen brightness and potential strobe crosstalk.
What is strobe crosstalk and overdrive inverse ghosting?
Strobe crosstalk happens when the backlight flash illuminates pixels before or after their GtG transition finishes, causing a faint double image (ghost trailing). Overdrive inverse ghosting (overshoot/coronas) occurs when monitor firmware applies excessive voltage to accelerate pixel switching, creating bright glowing borders behind fast-moving silhouettes.