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[Blur Busters] World's First Input Lag Test of G-SYNC - Page 4

post #31 of 218
Quote:
Originally Posted by KyadCK View Post

FreeSync (vBlank) is a VESA standard now, being built into DP 1.3. The idea has proven worthy, so it'll be the norm eventually, even if it isn't nVidia's version.

Was gonna say this, too. Regardless of how much interest G-sync generates, exactly 100% of it will translate to demand for dynamic refresh rates in general. On that basis, manufacturers are going to adopt a standard that won't cost them $100 to integrate into their monitors.

My only hope is that when DP 1.3 gets implemented, there will be adapters that let it work with current AMD GPUs, though that might be asking for too much.
Quote:
Originally Posted by phill1978 View Post

the next thing to do is integrate this with the oculus rift.

FYI, AMD's Freesync does what G-sync does based on what we've seen so far, and the tech is more commonly found in laptop monitors due to power-saving reasons. I also don't think Oculus VR is gonna add 30-40% to their target price considering they could just get a standards compliant mobile monitor.

In fact, the combination of the Rift and G-sync is something AMD could definitely have capitalized on. They already had a demo in CES running the Rift to showcase their TrueAudio tech, which screams VR as its native language. wink.gif What better way to sell your hardware than to say "we can provide the PC hardware you need to immerse your eyes AND ears in realtime -- all in a single chip!" Kaveri would be selling like hotcakes had they partnered with Oculus VR.
     
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post #32 of 218
Quote:
Originally Posted by DuckieHo View Post

Why though? There is no reason to use V-Sync and G-Sync simultaneously.

I think he means as a test case. People always say that V-sync is a deal breaker for fast-paced games because of the input lag it introduces -- the experiment would have brought empirical evidence on the table.
     
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post #33 of 218

I'm sure 10ns differences between Vsync and Gsync is not even a thing there. As long it is not showing 50ms+ in differences. Gsync looks good imo + smooth experiences no more tearing at any FPS.

 
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post #34 of 218
Quote:
Originally Posted by Aesthethc View Post

so ULMB looks nicer than Lightboost in color quality but what about the percentage of motion blur removed? is ULMB superior than Lightboost in removing motion blur?
According to a photodiode oscilloscope test I did, ULMB 2ms persistence, so very similiar to LightBoost=60%. I'll write a longer piece about the comparisions between motion blur reduction strobe backlights sometime down the road, as soon as other backlog is out of the way.

During ULMB, the brightness adjusts strobe height rather than strobe width (persistence = strobe width). I've sent suggestions to NVIDIA to allow the persistence to be made adjustable, similiar to LightBoost.

LightBoost=100% is about 2.4ms persistence
LightBoost=50% is about 1.9ms persistence
LightBoost=10% is about 1.4ms persistence

1ms persistence translates to 1 pixel of motion blurring during 1000 pixels/second motion (framerate == refreshrate == stroberate). Strobe backlights are squarewave, and also avoid a lot of inefficiency factors in blur-elimination, so this mathematical equation has been remarkably accurate on every single modern (>2013 era) strobe backlight monitor, that I've begun to call it "Blur Busters Law of Persistence". So if you are seeing panning motion of 3000 pixels/second and you know your strobe backlight is 1.5ms of persistence, you can predict you will get 6 pixels of motion blurring when the screen is scrolling by at that speed (3 pixels/ms times 1.5ms equals 6 pixels), since that's the distance (3 pixel) your eyes have travelled across a statically displayed frame, causing that frame to be blurred across your retinas via the persistence.

ULMB works at 85Hz, 100Hz, and 120Hz.. The point of minimum motion blur and minimum motion artifacts occurs at framerate == refreshrate == stroberate. So the sweet spot for ULMB strobing are 85fps@85Hz, 100fps@100Hz, and 120fps@120Hz, respectively. 85Hz is just above the flicker fusion threshold, yet low enough that a good high-end GPU (especially SLI) can fairly easily reach in most games.
Edited by mdrejhon - 1/16/14 at 7:31am
post #35 of 218
Quote:
Originally Posted by firagabird View Post

I think he means as a test case. People always say that V-sync is a deal breaker for fast-paced games because of the input lag it introduces -- the experiment would have brought empirical evidence on the table.
....but there are input lag values for V-sync provided.

Also note, that this review is addressing only input lag. The in-depth perception aspect is not covered in detail in this particular article since it has been covered in others.
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post #36 of 218
Quote:
Originally Posted by firagabird View Post

Was gonna say this, too. Regardless of how much interest G-sync generates, exactly 100% of it will translate to demand for dynamic refresh rates in general. On that basis, manufacturers are going to adopt a standard that won't cost them $100 to integrate into their monitors.

My only hope is that when DP 1.3 gets implemented, there will be adapters that let it work with current AMD GPUs, though that might be asking for too much.
FYI, AMD's Freesync does what G-sync does based on what we've seen so far, and the tech is more commonly found in laptop monitors due to power-saving reasons. I also don't think Oculus VR is gonna add 30-40% to their target price considering they could just get a standards compliant mobile monitor.

In fact, the combination of the Rift and G-sync is something AMD could definitely have capitalized on. They already had a demo in CES running the Rift to showcase their TrueAudio tech, which screams VR as its native language. wink.gif What better way to sell your hardware than to say "we can provide the PC hardware you need to immerse your eyes AND ears in realtime -- all in a single chip!" Kaveri would be selling like hotcakes had they partnered with Oculus VR.

Your current AMD card does not have DP 1.3, it won't work with Freesync. Also Freesync is nowhere near market ready, and probably won't be for a year or two. Meanwhile I can order this kit today. $200 for a couple years use of something before a competitor has anything comparable I guess isn't too bad.
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post #37 of 218
Quote:
Originally Posted by Terse View Post

Your current AMD card does not have DP 1.3, it won't work with Freesync.

Yeah, but it does support variable VBLANK c/o being VESA standards compliant (even older Radeons do, apparently). If the hardware support is there, I would assume it wouldn't be technically impossible to find a way to tap that through a DP adapter, though feasibility is an entirely different matter I have no background to begin speculating on.
Quote:
Originally Posted by Terse View Post

$200 for a couple years use of something before a competitor has anything comparable I guess isn't too bad.

Kind of like Thunderbolt vs. Lightning Bolt? thumb.gif
     
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post #38 of 218
Quote:
Originally Posted by Zaid View Post

2 bad its Geforce only, wont be widely adopted.
Whaaaat?
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post #39 of 218
Quote:
Originally Posted by KyadCK View Post

Not going to argue with anything, just going to say that the people in question "wouldn't touch *Sync anything with a 10-foot pole due to input lag" and "they would rather take the tearing".

As this site has shown, there is nearly no difference between G-Sync and none (which makes sense to anyone who understands packet-based networking protocols and can do math, just saying), which means you really can have your cake and eat it too. Besides, no matter what G-Sync does, it's too late. FreeSync (vBlank) is a VESA standard now, being built into DP 1.3. The idea has proven worthy, so it'll be the norm eventually, even if it isn't nVidia's version.


Source?

Not arguing I just haven't seen that mentioned anywhere, the FreeSync demo was just AMD trying to make noise and get vBlank added to the demo. I haven't seen any release/statement confirmed it will be added.
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post #40 of 218
Where can one buy Gsync module for 100?
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