It isn’t the pixel response behaviour that accounts for this reduction in perceived blur at higher refresh rate, but rather a reduction in our eye movement (which itself causes a significant degree of blur on a ‘sample and hold’ monitor). Because 144Hz is a multiple of 24, each frame is duplicated 5 times by the monitor. It really depends on personal preferences and the game titles you play as to whether you’ll want to use ULMB or G-SYNC. But in 3D they were much more prevalent and stood out more clearly. This is generally something your eyes adjust to, but every user is different. Colour gamut
The use of VSync is also associated with an additional latency penalty due to the buffering behaviour of the GPU. Le G-sync aura fait parler de lui depuis fin 2013. However; as our testing below reveals, the monitor does a good job at providing an optimal 144Hz performance with its ‘Normal’ OD setting. If you refer to the section of our responsiveness article entitled ‘The numbers approach’, just above the conclusion, you’ll see that it’s possible to measure and quantify the level of motion blur you see when viewing moving content on a monitor. We also found that there was a fair bit of glare from light sources behind the viewer, which necessitates careful modulation of room lighting. Even with this slightly reduced setting, characters in the game and many objects were quite literally in your face as you got close. That’s because a lower pulse width gives the backlight an even shorter ‘on’ period, so it spends longer ‘off’ and the perceived brightness is lower. Even the exceptionally fast-paced Gymkhana mode on Dirt 3 gained an extra layer of clarity, with the course remaining surprisingly clear even during rapid spins and manoeuvres. G-SYNC – the experience The film ‘Avatar’ shown in glorious 3D in cinemas marked something of a turning point in the market. Ideally this text would appear largely a blended grey throughout the screen. With VSync on these drops below 144fps resulted in (for us) obvious stuttering. As we’ve demonstrated above, the pixel response behaviour of the monitor is not really changed significantly by increasing refresh rate. There are no funky ‘low-end’ gamma enhancements going on as you usually see on 144Hz models and some gaming monitors more broadly.
We even found 85Hz perfectly useable with ULMB and enjoyed the motion clarity benefits even at the ‘required’ 85fps. With our preferred settings this title frequently dipped below 60fps. The ‘Turbo’ button allows you to switch the refresh rate of the monitor ‘on the fly’ between 60Hz, 120Hz and 144Hz.
qui croire ? The first two blocks blended into the background fairly well, although the second block was a little more distinct than it should be for 2.2. For most ‘normal’ viewing distances (50-100cm) you will observe fairly similar behaviour. The greyscale gradients were impressively smooth.
We have seen this sort of variation in gamma attributes on pretty much every other 144Hz monitor but were hoping that the SWIFT may somehow be immune to such variation from careful factory calibration. Contrast performance was also good but quite what you’d expect from a capable TN panel. This strobe behaviour reduces the movement of your eyes as you track movement on the screen compared to the constant illumination of the backlight which is standard on technologies such as LCD. It also increases the latency and things feel a bit ‘heavier’ than during normal 2D operation. This gave a gamma of above 2.4 (> 2.2 target) on our unit so should help if your unit is one that hovers around 2.0. The maximum deviation occurred at ‘quadrant 3’ and ‘quadrant 9’ at the top right and bottom right of the screen, respectively. Elle reste tout de même correcte. This test was set to run at a speed of ‘2400 Pixels Per Sec’ so that the UFO crossed the screen width in around 1 second. We made the following observations from a viewing distance of 70cm.
Il faudra se contenter du DisplayPort pour le connecter à son ordinateur. This is a very low value and indicates an extremely low signal delay of the monitor – not one that any gamer really needs to lose sleep over. Where the frame rate matched the refresh rate of the monitor (144fps) on Battlefield 4, the level of motion blur was very low. That’s not a limitation exclusive to this monitor or 3D system, though, it’s fairly universal where 3D glasses are involved. G-SYNC is a technology developed by Nvidia which allows the monitor to adjust its refresh rate dynamically (a so-called variable refresh rate technology) to reflect the frame rate of the game. Autumnal brown leaves and dark green foliage looked quite deep and lush for the most part, but was a little undersaturated further down the screen (TN viewing angle issue).
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Skin tones and natural environments appeared appropriately saturated. That means ClearType does not have to be run, unless you have done so for a different monitor or are unhappy with the default handling of text. The red block appeared a good rich red at the top but became increasingly pink further down the screen.
The graphics card must basically be pumping out 120fps (60fps per eye) constantly to avoid this.
You can then navigate to ‘Image’ in the OSD and enable the feature from there. We won’t bore you by commenting once again on the screen surface, you probably get the idea and are itching to move onto the responsiveness section by now.
With the exception of our test settings, any settings not specifically noted in the table were left at default. The 3D experience on Battlefield 4 was a bit different. This is perhaps not the best test for G-SYNC as our system is generally able to sustain very high frame rates (144fps) even with all graphical settings turned up very high. The green block appeared a somewhat yellow green throughout, deepest at the top with a stronger yellow tint towards the bottom. The flanks of the screen also had a pink hue, even near the top. Because movie software is generally not a true full screen application and movies generally run at around 24fps, which is below the 30fps G-SYNC floor of the monitor, you can’t use G-SYNC for them. And more importantly the overall image was quite inviting with a good range of vibrant but on the whole quite accurately represented colours. Increasing the 3D depth setting simply made things sink further into the screen. Although this monitor is squarely aimed at Nvidia GPU users, we did try it on an AMD Radeon R9 270X. Despite the flaws mentioned above, there were certain elements that really stood out (quite literally) on this title.
We found the deep stand base took the monitor a bit closer to our eyes than we’d like as well The nature of the trailing does not really change with refresh rate, with the possible exception of ‘60Hz’ using the default ‘Normal’ OD setting. It’s worth noting at this point that some users have reported their units coming with gamma closer to 2.0 than 2.2 as a central average.
Sinon, autant partir sur un futur écran G-Sync Full HD (1920x1080 px) comme l'AOC G2460PG qui ne devrait pas tarder à sortir et qui permettra de pousser le niveau des détails sans crainte. Some users are not particularly sensitive to this and it doesn’t bother them, but that can’t be said for every user. There is a very slim amount of under-coverage on the green area of this 2D representation of the gamut and some extension beyond … This is a superb test for colour reproduction, with large areas of solid colours highlighting colour consistency weaknesses very nicely. The technology did its thing once again, but on this title there was no 100fps cap, which opens up the maximum refresh rate of the monitor (144Hz).
We used the middle row of the test (medium cyan background) but did not include results from the other rows (darker and lighter cyan backgrounds) as the trailing characteristics were similar on each. It would have been nice to see a proper ‘Warm’ setting equivalent to a ‘Low Blue Light’/’Reading’/’Paper’ mode. Because ULMB cannot be used at the same time as G-SYNC, you must also ensure that G-SYNC is disabled in the Nvidia Control Panel. At times the game fell below 30fps, a frame rate below which G-SYNC can’t operate on this monitor.
A sensitive camera was used to compare the latency of the screen with a range of other monitors of known latency. Performance on the contrast gradients was very good, with distinct steps in brightness in most cases.
There was no stuttering or tearing, so the technology was doing exactly what it should be. Water on the game was really impressive, just looking that bit more lifelike in full 3D. The low levels of input lag, combined with this high refresh rate and frame rate, gave a really connected feel with the game environment. The PG278Q doesn’t offer any built-in scaling support for non-native resolutions. Something else to note here is that ‘interlace-pattern artifacts’ become apparent during fast motion, particularly where certain lighter shades are involved. The company built a monitor that truly complements the investment many of you have made in computer hardware. The game world remained sharp, allowing you to track your enemies during rapid manoeuvres. Whilst there wasn’t GPU-related stuttering or tearing, the ‘connected feeling’ and overall fluidity of high frame rates was lost. The clarity during the race modes was also excellent, not that we usually have an issue with how things are at regular 144Hz on that title though. Monitor Settings White luminance (cd/m²) Black luminance (cd/m²) Contrast ratio (x:1) 100% brightness 402 0.39 1031 80% brightness 338 0.33 1024 60% brightness 271 0.27 1004 40% brightness 202 0.20 1010 20% brightness 130 0.13 1000 0% brightness 53 0.05 1060 Color Temp. The Blu-ray film titles we tested really don’t make such good use of the monitor’s fluidity, as they’re fixed to around 24fps and you don’t interact with them as you do with games. We used the middle row of the test (medium cyan background) but did not include results from the other rows (darker and lighter cyan backgrounds) as the trailing characteristics were similar on each. De face, l'ensemble du châssis s'avère épuré. Slight improvements could be made to the overall balance as the colour temperature was a little off the 6500K daylight target – and brightness had to be lowered for comfort. There was no stuttering or tearing, so the technology was doing exactly what it should be. Lagom contrast tests Unfortunately we don’t have the appropriate equipment to accurately measure latency during G-SYNC, but as explored a little later the overall fluid feeling is really improved with this mode rather than hindered by it. We found that anything below 70fps or so on this title felt relatively sluggish, although as long as the frame rate stayed above the 30fps floor of G-SYNC there was no stuttering or tearing caused by the GPU. This gives the image a softer look than running the same resolution on a 27” monitor with native 1920 x 1080 resolution. As we’ve demonstrated above, the pixel response behaviour of the monitor is not really changed significantly by increasing refresh rate. Finally we tested the 3D capabilities of the monitors, which were again unique due to the 2560 x 1440 resolution not currently offered on any other 3D monitor. The backlight only lights up very briefly and spends most of its time in an ‘off’ state. The video below shows the results of the Lagom text test, a light desktop background and dark desktop background as viewed from a variety of viewing angles. Conversely, decreasing ‘Pulse Width’ dimmed the backlight as it spent a longer in its ‘off’ state if this setting is decreased. In variable refresh environments G-SYNC is the better option to use. {"@context":"http://schema.org","@type":"ImageObject","contentUrl":"//dyw7ncnq1en5l.cloudfront.net/optim/test/92/9212/PG278Q_connec_700__w800.jpg","name":"","description":"PG278Q%20connec%20700"}. In particular there isn’t the same degree of ‘graininess’ to the image when viewing light content. There was no obvious overshoot, either. The variety of subtly different shades was limited somewhat by the weakening saturation towards the bottom of the screen (TN issue). To kick off our subjective analysis of G-SYNC on this monitor, we went off-piste with a game title we haven’t tested elsewhere in the review: ESO (Elder Scrolls Online).