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First hand experiences with G-Sync - Page 2

post #11 of 51
huuuge +rep especially for the:
Quote:
ULMB seemed to look much less washed out than the hacked lightboost modes we ran before

could you chance how g-sync affects game performance? i hope it is minimal, but would be good to know
post #12 of 51
Quote:
Originally Posted by Xboxmember1978 View Post

So the phone needs to be plugged into the computer via USB?

it uses blue tooth to get the info/control to/from the pc.
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post #13 of 51
Learn something new everyday, been using the program for the longest but never saw that bluetooth option until now....
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post #14 of 51
Would it be safe to imagine that you can calibrate the display port with the asus osd before replacing it with the gsync module? I definitely like my setting at the moment with it being at d65k. Or does replacing it with the gsync module make all prior calibrations moot. At least I can swap if I feel the need to cal. Not a fan of software controls since they don't hold in game in full screen. At least when it's an ICc type profile. I'm enthusiastic about this product but it is always something that curbs my eagerness.
post #15 of 51
Quote:
Originally Posted by crun View Post

huuuge +rep especially for the:
could you chance how g-sync affects game performance? i hope it is minimal, but would be good to know
I have a G-SYNC monitor with ULMB sitting here, too. (due to the Blur Busters preview).

As the cat is now out of the bag, I can finally begin talking about ULMB (Ultra Low Motion Blur).

Framerate performance is unaffected by strobe backlights. The LightBoost interference with performance only occured with non-ToastyX approaches due to driver...

120Hz non-ULMB versus 120Hz ULMB has the same framerate performance. That said, with all strobe backlights, the motion clarity means tearing/stutters can become more visible, so you want to reach framerate=stroberate.

ULMB works at 85Hz, 100Hz and 120Hz. For the least GPU power while getting zero motion blur, you can try 85fps@85Hz for the full CRT effect. Even if you prefer VSYNC OFF during competitive play, remember to test VSYNC ON, with a strobe backlight, due to stellar motion performance at framerate=stroberate.

Motion quality (motion smoothness/clarity) goes as follows:
#1: Strobed (ULMB, LightBoost, Turbo240) with VSYNC ON if no framedrops, stroberate==framerate
#2: G-SYNC at 40fps-144fps, for anything that tends to drop in framerates
#3: Strobed (ULMB, LightBoost, Turbo240) with VSYNC OFF, stroberate != framerate,

Especially during strobed (ULMB, LightBoost, Turbo240), the higher framerate, the better looking VSYNC OFF looks (even at framerate > stroberate -- e.g. 300fps@120Hz strobed looks noticeably better than 150fps@120Hz strobed, because of smaller-offset tearlines and less microstutter caused by framerate-vs-refreshrate aliasing. Microstutter errors go down the higher the framerate you go. 150fps has a time-basis error of 1/150sec, while 300fps has a time-basis error of only 1/300sec)

However, nothing beats framerate==stroberate==refreshrate strobed, so VSYNC ON always visually looks the best (even if not always "feels" the best with mouse, due to a few milliseconds extra lag), if you are guaranteed to never have a frame drop.

Which means Strobed VSYNC ON (perfect full framerate) is better than G-SYNC, but G-SYNC is better than Strobed VSYNC OFF (variable framerate). The problem with approach #1 is VSYNC ON which adds input lag, but VSYNC ON during perfect 120fps@120Hz makes motion look amazing (no stutter, no tearing, no motion blur), but is almost impossible in Crysis3 and Battlefield4, but very easy to achieve in older games such as Counterstrike, and very possible to achieve in games like Borderlands2 and Bioshock Infinite (with a Titan, slight setting adjustment).

-- For competitive gameplay, #2 is usually best (GSYNC) because it has nearly no input lag difference with VSYNC OFF, and it can eliminate erratic stutters during erratic framerates (the most impressive attribute of GSYNC)
-- For solo gameplay or if you are a true super-duper motion fluidity nut, #1 is usually best if you have a powerful GPU (VSYNC ON during ULMB, LightBoost, Turbo240) if you got a GPU that can maintain a perfect sync of stroberate==framerate==refreshrate at all times (85fps@85Hz, 100fps@100Hz, or 120fps@120Hz).

The improved motion clarity of strobed (ULMB, LightBoost, Turbo240, BENQ Blur Reduction) makes the human threshold detectability of microstutters MUCH higher. During strobed modes, humans can detect microstutters that are caused by time-basis errors of only a few milliseconds -- fast, rapid microstutters manifest itself indirectly as motion blur (because microstutters vibrate very fast, it creates a minor amount of motion blur). With VSYNC ON framerate==stroberate==refreshrate, you have zero microstutters, and you thusly gain the best zero motion blur effect. A 1ms of time-basis error during 1000 pixels/second can mis-position objects by 1 pixels (and if this happens rapidly enough, vibrating, this creates 1 pixel of extra motion blurring). So, a 1 millisecond time-basis error -- a 1 millisecond microstutter -- can still be human noticeable if microstutters are continually occuring to the point where all edges are vibrating fast enough to create additional motion blur.

It's amazing how sensitive human eyes are, especially during the extreme motion clarity within the strobed modes of these several new strobe backlights that have finally hit the market (LightBoost, ULMB, Turbo240, and BENQ Blur Reduction).
Edited by mdrejhon - 1/3/14 at 11:23am
post #16 of 51
mark, any information on when VG248QE+GSync will be available?
post #17 of 51
Quote:
Originally Posted by bakageta View Post

So, my boyfriend [...]

Your boyfriend dreamss? wink.gif How's the input lag for G-Sync and ULMB? Is there tearing without V-Sync when framerates go above the refresh rate with ULMB? If it does, I supose that capping the framerate on the driver-level doesn't remove tearing with ULMB?
post #18 of 51
Thread Starter 
Quote:
Originally Posted by mdrejhon View Post

Motion quality (motion smoothness/clarity) goes as follows:
#1: Strobed (ULMB, LightBoost, Turbo240) with VSYNC ON if no framedrops, stroberate==framerate
#2: G-SYNC at 40fps-144fps, for anything that tends to drop in framerates
#3: Strobed (ULMB, LightBoost, Turbo240) with VSYNC OFF, stroberate != framerate,

-- For competitive gameplay, #2 is usually best (GSYNC) because it has nearly no input lag difference with VSYNC OFF, and it can eliminate erratic stutters during erratic framerates (the most impressive attribute of GSYNC)
-- For solo gameplay or if you are a true super-duper motion fluidity nut, #1 is usually best if you have a powerful GPU (VSYNC ON during ULMB, LightBoost, Turbo240) if you got a GPU that can maintain a perfect sync of stroberate==framerate==refreshrate at all times (85fps@85Hz, 100fps@100Hz, or 120fps@120Hz).

For my gaming, G-sync wins out pretty easily, though I do miss the low persistence of a strobbed backlight and can't wait until the two work together. ULMB comes on the instant I'm not gaming, the low persistence is excellent for the actual work I do. I normally can't stand to play games under 60 fps, and can see a difference to 75+ still pretty easily, which means turning down setting in high end games. With G-sync, I can crank the settings up and 45 fps looks as smooth or better. I tend to play quite a bit of rhythm and fighting games, and even tiny input lag is brutal here, so that usually rules out vsync.

My biggest excitement for G-sync is that you can get a smooth gaming experience without needing a top-end setup. I'm a budget gamer at heart - I grew up poor but even now that I can afford most things I want I find myself constantly sticking with the best bang for the buck and holding onto hardware as long as it performs reasonable well. I still rock a pair of gtx460s because they still pack a respectable punch, but they're showing their age now. I'm thrilled that I won't need to go huge with the next upgrade.

Sure, the monitor will be a bit pricey, but my 2 displays are both 5+ years old and I have no problems replacing capacitors as monitors age and die (old school arcade tech, can't count how many cap jobs I've done). I've been wanting 120hz+ ever since dreamss got his and I got to play with it, and G-sync is the tipping point for me.
Quote:
Originally Posted by arsn View Post

Your boyfriend dreamss? wink.gif How's the input lag for G-Sync and ULMB? Is there tearing without V-Sync when framerates go above the refresh rate with ULMB? If it does, I supose that capping the framerate on the driver-level doesn't remove tearing with ULMB?

Yeah, he had the hardware to enter the contests, I'm still running 460's in sli and a mediocre display that I clock up to 80hz.Zero input lag with ULMB, compared just by disabling it as I didn't feel like taking the kit out to compare to stock Asus internals. G-sync does seem to have a TINY input lag, but nothing like vsync. It's less input lag than several cheap LCDs I've owned and I consider it a non-issue. Going over the refresh rate with ULMB does result in tearing, but the higher you go, the smaller the tears get. It's the same effect you can see on any lcd, I just find that strobed backlights make it easier to notice - I've always seen tearing fairly easily, but dreamss had never noticed it until he enabled lightboost.
Quote:
Originally Posted by crun View Post

huuuge +rep especially for the:
could you chance how g-sync affects game performance? i hope it is minimal, but would be good to know

G-sync has very minimal impact on performance, I haven't taken exact measurements yet, but from a casual glance there's almost no performance hit, if any. It's hard to pry dreamss away for a few hours of benchmarking, but we do have a second gtx680 on the way and he assure me I can bench away when it gets here. I want to do some test at higher fps, to see how much benefit G-sync is to those with overkill systems, and see it's effect on sli microstutter. I'll do both single card and sli runs with and without G-sync, ULMB, and vsync to offer up some actual numbers as well as my opinions on the visual aspect.
Quote:
Originally Posted by TrevJonez View Post

it uses blue tooth to get the info/control to/from the pc.

The latest version has wifi support, which is MUCH more convenient. You need to make a slight tweak on the pc side of things, but it's an official EVGA tweak and has pretty good instructions on their fourms.

Now, on another topic...

Speaking of proper testing, does anyone have requests? I've got a pretty respectable steam library here, as well as dreamss library here. I'm partuclarly interested in older title and Indie games, but the usual suspects will make appearances. See something obscure that I don't have? Message me and I'll likely pick it up.

Also, sorry for the horrendous typos, I'm on my phone in bed.
Edited by bakageta - 1/5/14 at 2:20am
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post #19 of 51
god i love gsync, need to test more games

im expecting a mixed mode (gsync+ulmb ) to be added eventually, here u can see carmack hinting about it at 4:00

http://youtu.be/gbW9IwVGpX8?t=4m
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post #20 of 51
Thread Starter 
Quote:
Originally Posted by ispano View Post

Would it be safe to imagine that you can calibrate the display port with the asus osd before replacing it with the gsync module? I definitely like my setting at the moment with it being at d65k. Or does replacing it with the gsync module make all prior calibrations moot. At least I can swap if I feel the need to cal. Not a fan of software controls since they don't hold in game in full screen. At least when it's an ICc type profile. I'm enthusiastic about this product but it is always something that curbs my eagerness.

Well, in theory DP supports MCCS, which can take the place of an osd. I'll look into it more.
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