First; turning on and off backlight stuff:
Chalnoth said:
That still doesn't make any sense, because our eyes will superimpose the images anyway at 60Hz.
But you'll still get less blur. Why turning of backlight during the pixels switching time is a good thing:
1. You'll only get the blur from your eyes instead of blur from your eyes+blur from changing pixel.
2. Less blur while tracking fast moving objects. (note: this is not a good thing, in RL a object will look sharp no matter how fast it moves as long as your eyes are able to track it) Your eyes will track the object in a continuous motion while the object will stay stationary for a 16ms. If object is moving at 10 degrees per second you'll get 0.16 degree wide blur. If the backlight is only on for 1ms you'll only get a 0.01 degree wide blur. You can see this effect on CRTs too, if refreshrate is higher than framerate. On a CRT, if you track a fast moving object drawn at 60fps with 60hz refresh, the object will look sharp. If the refreshrate is 120hz but framerate is still 60hz then the object will look like to superimposed objects (blurred).
3. With constant on backlight, scrolling objects can end up with the wrong color. Example: If you slowly scroll black text over a white background, and the black to white transition is faster than the white to black transition, the text will look lighter than it should while scrolling. If the white to black transition is faster, it will look darker. If the backlight is only on when the pixels have correct color you avoid this problem.
Why turning of backlight during the pixels switching time is a bad thing:
1 Low refreshrates will start flickering just like CRTs
And now; 10bit color stuff:
squarewithin said:
Because it steals the extra 6 bits from the alpha channel, you can't use it for games
It only steals alpha bits from the framebuffer, and most games don't use destination alpha. So, most games could use it.