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Old thread, but had to comment that I also noticed this on Desert Golf on the IPP.
Looked WAY better on the Air 2...I guess simply due to the physical size and my eyes not taking note of it.

I couldn't "un-see it" on the IPP though. Total drag for such an expensive kit.
 
Refresh rate doesn't cause motion blur. What you are seeing are pixels that don't respond quickly enough, making a faded version stay behind for a split second. Higher pixel response time = more blur regardless of refresh rate.

I do however think the variable refresh rate (30/60Hz) is the root of the complaints we've seen from some people, we're they have stated that the iPad pro has more UI lag than the Air 2. I've tested the iPP 9.7" and 12.9" besides the Air 2, and they have both showed more motion blur in general as well as stutter at the start of the animation where it changes from 30Hz to 60Hz.

It's a shame really, i ended up keeping the Air 2 solely due to the screen and stutter issues found on the IPP's. I love the A9X, the speakers and other improvements of the IPP, but the screen is just too big of an issue for me.

This should all be solved when Apple makes the switch from IPS to OLED, as OLED panels has way better response times.
 
Motion blur is def worse than was on my air 2. Am used to it now.
Wish i could get used to it. I tried for a week but it caused strain on my eyes, giving me light headaches. I guess it's like trying to read in bad lighting, your eyes try to focus but fail. It seems i'm very sensitive to it, which is a shame cause i really liked the rest of the iPP. Here's to hoping for future OLED panel iPad's!
 
Wish i could get used to it. I tried for a week but it caused strain on my eyes, giving me light headaches. I guess it's like trying to read in bad lighting, your eyes try to focus but fail. It seems i'm very sensitive to it, which is a shame cause i really liked the rest of the iPP. Here's to hoping for future OLED panel iPad's!

I wonder if it is down to using a cheaper panel as I had the same thing on my iPad 3.

Have you tried swapping it out and seeing if it's the same on a different IPP?
 
Refresh rate doesn't cause motion blur. What you are seeing are pixels that don't respond quickly enough, making a faded version stay behind for a split second. Higher pixel response time = more blur regardless of refresh rate.

I do however think the variable refresh rate (30/60Hz) is the root of the complaints we've seen from some people, we're they have stated that the iPad pro has more UI lag than the Air 2. I've tested the iPP 9.7" and 12.9" besides the Air 2, and they have both showed more motion blur in general as well as stutter at the start of the animation where it changes from 30Hz to 60Hz.

It's a shame really, i ended up keeping the Air 2 solely due to the screen and stutter issues found on the IPP's. I love the A9X, the speakers and other improvements of the IPP, but the screen is just too big of an issue for me.

This should all be solved when Apple makes the switch from IPS to OLED, as OLED panels has way better response times.

Although this post may be getting kinda rusty, I'm sure there are still some of you out there with this occurrence..
I got the iPad Pro 9.7" a couple of months ago and the first thing I was noticing was motion blurring with fast moving animations or icons. I still have access to my older iPad Air2 and kept coming back to it with all kinds of tests, Videos, Games and UI-Movement. However, I gotta tell you - even though I am EXTREMELY picky with Displays - I had to force myself to the conclusion that this blurring was just as bad and the same on the iPad Air2.

Some really great tests without having to pull out Videos or Games can be done right here on this page:
http://testufo.com/#test=ghosting

The tests look identical on both iPads! Use the ghosting test and the Photo-Move tests.. best proof for me.

What still bothers me however, is the question why I only just seemed to notice this after purchasing the iPad Pro 9.7 ?
I mean...the issue is exactly the same on the Air2 and even seems to be not much different on the iPad 4 Retina...
Maybe it was just because I was examining the display for any flaw I could think of? Or maybe the Pro makes this issue a little more noticeable for whatever reason?

Anyway.. all I can say is, that after extensive testing and hours of painful comparing, I have definitely decided to go with the Pro 9.7. The colors, less reflection, speed and great sound are definitely worth it. The blurring..as much as I hate it.. is there on the older iPads too. 100%.

I bet it was always there. On all older models I went through. But once you find a flaw in a product there is no unseeing it unfortunately.. and I wish I had never noticed.

I'm hoping the future will bring us all perfect displays. Without any kind of blurring..defective pixels..yellow tones..DSE..banding... Rest assured, the day will come :)
 
I think I was the one who mentioned it being related to size. The motion blur is more visible when the object moves a larger distance on your retina, so a larger screen close to your eyes will display more motion blur.

Your eyes can't really adjust to it, but I suppose you can get used to it. Sample and hold motion blur is just a property of LCD panels. Technically it's a caused by your brain and eyes (the screen doesn't actually turn blurry when things are in motion, that's just how we perceive it). There's an interesting trick you can do to confirm this: Keep your eyes locked on the static part of the screen while something moves. The moving object won't blur unless you start tracking it.

Probably about to become way too much info, but here's what you optimally want to see when something moves (time on horizontal, position on vertical). This would be a continuous motion with no individual frames.
Code:
\
 \
  \

Note that I couldn't make it to the same horizontal scale as the others because the \ is too steep, but it should be a more gradual slope to match the other diagrams.

Here's what you see on a sample and hold (LCD) panel:

Code:
____
    ____
        ____

The image stays on screen until the next image is ready and replaces it. It creates a stair-step pattern that confuses your brain's motion tracking (the ball was stationary for 16ms, then it jumped to the next position, your eyes fail to track the motion and it looks blurry).

If you were using a CRT you'd see this instead (we call this impulse):
Code:
_
    _
        _

What happens here is that the image is flashed once, the screen goes dark for the rest of the frame time, and then it flashes again. From the diagram you can see that this time you have a straight diagonal line which is more like the "real world" example than the stair-step pattern. If the impulse rate is matched to the frame rendering rate then this will produce very low motion blur.

In this situation the "ball" is still jumping from place to place, but it's no longer breaking the laws of physics from your perspective by teleporting. It's completely off screen for the time it would take to travel the distance, so your eyes can continue to track where they THINK it should be. When it reappears it will be exactly where you expected it to be, as though you're watching the moving object through a series of vertical fence posts.

The problem with the CRT technique is that flickering displays, especially at a rate as slow as 60hz, cause tons of eye strain. Apple actualy goes out of their way to not even use PWM (high freqency flicker) dimming for its LCDs because even those higher frequencies can cause eye strain. When you have an impulse display the individual exposures have to be much brighter to create the illusion of an even, moderate brightness, and whether you can see it or not many people report this irritating their eyes over long periods of use.

If you're math-oriented you can see that what we want is a continuous function which has a defined, non-zero derivative everywhere (or as close as possible since that's not something you can actually achieve). The derivative dy/dt is the time rate of change of the position of the object, and for smooth motion this value should never be zero or "infinity" because this means the object will appear to be stopping and then jumping instantly to a new position.

The optimal solution is not impulse drive, it's simply more frames per second. Managed to build something close to what I mean as a comparison to diagram 2.
Code:
--__
    --__
        --__

The motion blur length is determined by the time each frame remains on screen. That's 16ms for a 60hz display, but go to 120hz and it gets cut in half. If you ever try a 120hz monitor (don't be confused by "120hz" TVs) on a computer that can handle the 120hz output and rendering 120 frames per second you'll see that motion blur is significantly reduced, to the point where you can clearly read text that's scrolling fairly quickly. Of course current monitor tech means that you have to trade color accuracy for increased refresh rate (and the GPU/CPU work harder to produce twice as may frames).

TL;DR
It's a motion perception issue with display tech, nothing anyone can easily solve today, looks worse when the screen is taking up more of your vision, I clearly have too much time for writing long forum posts.


Have to say, a thoroughly good read. No objection to a long post when it's informative.
 
60hz on a 13" device is plenty enough, the scrolling issue/lagging is the OS not the refresh/motion rate. When we start getting 40"+ iPads, then we'll need 120-240hz. lol

*note: I notice no issues on any of my iDevices... (they all scroll the same and have no lagging issues that I can see.)


Kal.
 
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