You can emulate this via strobing (16ms persistence vs 8ms persistence vs 1ms persistence), and realize that 8ms-vs-1ms is a bigger difference in VR than 16ms-vs-8ms, despite being numerically smaller. ![]() ![]() At 3000 pixels/second head turning on a 4K VR microdisplay, you have 50 pixels of blur at 60Hz, 25 pixels of blur at 120Hz, and only 3 pixels of blur at 1000Hz. Whereas 60Hz and 120Hz has noticeable blur differentials relative to static images, the dramatic lack of differential between moving-vs-static, creates a "120Hz-vs-1000Hz" being much more dramatic than ("60Hz vs 120Hz"). However, in real world blur in virtual reality, sometimes 120Hz-vs-1000Hz is much more dramatic than 60Hz-vs-120Hz because of a differential effect (blur difference between static images and moving images). ![]() That said, I do have one teaching that uses your path: Numbers-wise, "1000Hz vs 120Hz" is roughly as human visible as "120Hz vs 60Hz" talk, because:
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