From the Blur Busters Forums, the Chief answers why OLEDS can't have shorter light times:
https://forums.blurbusters.com/viewto...
"The Talbot-Plateau Law is the biggest problem though. You need to flash twice as fast to keep brightness. 0.1ms strobe requires 167x the brightness of 16.7ms 60Hz OLED, to keep the same brightness as a 60Hz display. That can burn out an OLED quickly. But LED lighting has already become super bright, they light up stadiums now. It's now possible to put a water-cooled or fan-cooled LED backlight behind an LCD, so the strobing scales better with LCDs than OLEDs.
Also, S/N ratio increases for more brightly strobed OLEDs. OLED dark-screen banding/streaking also becomes worse if you try to brighten the OLED image to compensate for the short flash times. Thus, you have smaller dynamic range between noisy blacks and the brightest whites -- and/or more grainy/noisy image since your strobe:GtG ratio becomes too tight for good OLED strobing.
Remember, OLED strobing means strobes are directly OLED GtG powered, and OLED GtG isn't infinitely fast. 0.1ms GtG is still 10% of a 1ms MPRT strobe. Any GtG non-uniformities (e.g. greens being 0.2ms GtG and reds being 0.13ms GtG) creates color distortions during brief strobes. LCD strobes are backlight powered (independent of the LCD panel), and discrete LEDs are very fast at switching (especially RGB LEDs that can switch millions times per second -- since LEDs are used to power some optic fibers). So the outsourcing of LCD persistence tricks only require LCD GtG to be sufficiently fast between refresh cycles, so that LCD can be strobed. There's no real limit to how clear an LCD can be -- it's completely unbounded -- 1ms, 0.1ms, 0.01ms -- it's simply limited by the brightness of the strobe flash, once you manage to hide GtG between refresh cycles, GtG ceases to be a physics limiting factor for motion blur when completely hidden in the dark periods, as a synchronized co-operation between LCD layer and the backlight strobe.
This is why LCD VR (0.3ms MPRT) now currently has much less motion blur than OLED VR (2ms MPRT). It's quite clear, as I have both an Oculus Rift VR headset (2ms MPRT strobed OLED) and a Oculus Quest VR headset (0.3ms MPRT strobed LCD). And LG OLED can't get blur as low as the original Oculus Rift CV1 headset.
Further improvements to OLED will happen, but it gets very difficult with the laws of physics (Talbot-Plateau Law) and OLED limited brightness. You need 16,667 nits to keep 0.1ms 60 Hz strobe 100 nits brightness, and you need 8,333 nits to keep 0.1ms 120Hz strobe at 100 nits brightness.
I've seen the Sony 10,000nit prototype LCD, and no OLED can get as bright as that.
CRT electron beam dot beam can briefly exceed 30,000nits on your everyday run-of-the-mill 28" RCA TV or 25" Zenith TV, though it decays quickly after that (phosphor decay) -- but it is a great demonstration of extreme brightness needed to lower persistence to sub-millisecond levels"
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