Oh no I have noticed that (you can’t really miss it) but I wouldn’t say that’s the main problem. The main problem for me is the noticeable loss of scanlines when moving around which isn’t to do with the mask (as far as aware) and which you see on a CRT too.
As things scroll you seem to start to lose the blacks on between scanlines too. Maybe it’s more an optical illusion on a CRT I’m not sure. Maybe it is on the LCD too?
So going back to the mask for a moment I’m not 100% sure why you would lose it: the same sub pixels are turned off as in they are always turned off, they never emit light the whole time you are playing. How is it they can contribute to motion blur?
I presume the answer might be a bit to do with light leaking but then surely you would see primary colours change colour as they moved because adjacent coloured sub pixels would bleed light?
I’m not convinced you do lose the masks. I can however totally see that happening when using dulled masks.
The darks in the scanlines are a bit different in that they do have a bit of colour to them when they are at 100% width so possibly the light bleed is happening there, that say blur busters is talking about( i.e the space ship is flying across the screen lightening and darkening each pixel).
BUT again the brightness of the scanlines are at a fixed positions on the screen mainly: I wonder if I see this issue with the thin scanlines of the 20L4 PVM shader. As in large numbers of always off pixels that never get turned on in between.
Im not sure BFI is the solution to the problem (in my shaders at least) to (100%) masks and (50%) scanlines.
I could be wrong on all this and I’m missing something in LCD tech but I will say I do see the same thing going on on my PVM (arguably to a lesser degree but I’m not sure)