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BenQ XL2411Z - How to stretch the image without GPU scaling and other problems?

post #1 of 5
Thread Starter 
Hi, so I just got my new BenQ XL2411Z monitor.
On the monitor I had before this one I used to play with a 4:3 (1280x960) resolution and had the monitor stretch the image to 16:9 size.
But with the BenQ I can't figure out how to do this.
I know that it's possible to use GPU scaling, but I read that that creates input lag, so I would prefer to have my monitor do the stretching if that's possible with the BenQ (for some reason "smart scaling" is grayed out in the monitors menu).

Another thing is that more than half of the settings in the monitors menu are grayed-out and I can't select them.
Is that normal or do I have the wrong drivers. I'm using the driver windows installed automatically right now, since all I could find on the BenQ homepage was this "Display Pivot" program which stops working half the time, doesn't applie settings I choose and all and has been pretty useless for me so far.


One last thing: I'm using my old monitor as a 2nd monitor now. Whenever I start a game the whole image and whatever windows I have opened on the 2nd screen gets shifted to the right so that the left partof the image is black and the right part is outside of the monitor so that I can't see it.
Any way to fix that?

Thanks in advance for your answers smile.gif
post #2 of 5
Ok,
greyed out settings:
some settings can only be used in some picture modes. Blur reduction ONLY works in Standard, FPS and RTS modes, and in gamer presets made with those modes.

GAMMA ONLY works in STANDARD mode.
Any mode which uses Black Equalizer has gamma GREYED out because black equalizer makes adjustments to gamma based on level.
And so on.

GPU scaling:
GPU scaling happens automatically (whether or not it's checked in your drivers) for any resolution that is NOT shown in the EDID/registry and sent to the monitor as a set resolution.

If you want a resolution to be 'seen' by the monitor, you need to create it as a custom resolution, e.g. a very good --and probably the BEST 4:3 custom resolution you can create is 1440x1080 (create it as 120hz, though; for some reason, 100hz prevents the monitor from being able to scale it to aspect or 1:1 pixel mapping (aspect and 1:1 are the exact same for this resolution since its 1080 vertical).
For this example, if you run a DX9 game at 1440x1080@120 hz,, you can use the monitor OSD to select 1:1 or aspect pixel mapping.
If you then try 100hz, you can use the video card drivers to select 1:1 or aspect (you won't be able to use the video card to select 1:1/aspect for 120hz since its defined to the monitor.

If you want a full screen image, you can choose full in the OSD in this example, or full on the video card control panel.

You should be able to use this example and create other custom resolutions. A bunch of preset standard resolutions are in CRU listed as standard resolutions. On XL2720Z, a few resolutions don't work correctly (whether or not they are detailed or not). Custom created resolutions of 1280x960 or 1280x720/800 report as 640x960 to the OSD and the monitor actually thinks its 640x960, with the pixels to match. Using 1280x960 without creating it as a custom resolution will show up as 1280x1024 on the OSD (meaning the monitor scalings won't be correct, use GPU scaling instead). I don't think the XL2411Z has this problem with that res.

I don't know about lag, but I do know that every resolution that is NOT NATIVE, can cause some input lag. 1920x1080 is fine. Resolutions that are scaled by the GPU (these show up as 1920x1080 on the monitor OSD) may show some input lag, but may not be very noticeable. Someone said somewhere that display scaling (monitor scaling through the OSD) gives more input lag than GPU scaling.

Anyway: for directX 10, ALL resolutions under 1920x1080 are GPU SCALED. You can't have custom resoluttions that are NOT GPU scaled in DX10. If you create one, then the refresh rate you created will not be used at all by a DX10 game, while all the other valid ones will be GPU scaled. E.g. in our above example, 1440x1080 @ 120hz, DX10 games will ignore 120hz since its defined as a detailed custom resolution. Switching to run the dx10 game at 100hz will use GPU scaling and OSD will show 1920x1080 (You can select 1:1 or aspect in video card control panel).

This limitation does not affect directX 9.

To create custom resolutions, you can use ToastyX's Custom resolution utility. Also has a handy driver restarter as well, and a reset all file for reverting everything to defaults.
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post #3 of 5
Thread Starter 
Thanks for the explanation.

So what would be the best way for me to use 1280x960 resolution if I use GPU scaling (since you said it doesn't add more or maybe even less input lag than monitor scaling)?
Is there any advantage to create a costum resolution with CRU.
What I noticed is that if I don't set a costum resolution and select 144Hz in the windows settings and use 1280x960 res ingame, everything works fine, except that the OSD info says 1920x1080@144Hz instead of 1280x960@144Hz (like you said). Is that a problem or does it run fine at 1280x960@144Hz with just the OSD showing it wrong?
If I however do use a costum resolution I can only use 1280x960@120Hz. If I choose 1280x960@144Hz the monitor says out of range and goes black.
I'm not sure if without the costume res I actually get 144Hz or only 120Hz.
If I only get 120Hz either way I'd probably make a costum res just to make sure.
post #4 of 5
Well, as far as I know, you can NOT use display scaling at any 144 hz resolution.
In fact I don't even think you can CREATE any custom resolution with a 144hz refresh rate UNLESS its 1) using CVT reduced blank, or 2) GPU scaled from 1920x1080@144hz (which is ALSO reduced blank, by DEFAULT). 144 hz is not a standard refresh rate. The highest standard refresh rate is 120hz (these can be OSD (monitor) or GPU scaled), and the highest custom standard refresh rate that you can usually use without going "out of range" is somewhere between 129-131 hz.

And about your 1280x960@144hz, If your OSD is showing 1920x1080 it's working.
that means that the monitor is being sent a 1920x1080 *signal*, not a 1280x960 signal.
Which means, by definition, that the GPU is scaling 1920x1080 to 1280x960, but it's actually 1920x1080. Working as intended. Note that since VT tweaks (for blur reduction and crosstalk) are ONLY for 1920x1080, all GPU scaled resolutions under it will also use the VT tweaks (you absolutely can NOT use a custom display scaled resolution with a VT tweak; you'd either go out of range, or if you got a screen, none of the aspect sizes will scale properly. You also can NOT use the monitor scaling features with ANY VT Tweak at 1920x1080 either.

If you want a display scaled 1280x960, you need to create a 120hz one or a 100hz one.

For 1440x1080, for example, creating a 120hz one lets you use display scaling. Switching afterwards to 1440x1080@100 hz on desktop (after you created a 120hz custom) will let you use gpu scaling to set 1:1 or aspect. For some reason, if you create 1440x1080@100 hz, the monitor won't allow you to use display scaling (1:1 and aspect are greyed out) AND the GPU won't allow you to use GPU scaling either! Because the GPU thinks it's being handled by the monitor, so you are forced to use "full screen". I think all full screen sizes have the lowest input lag (I noticed some input lag in UT 2004 when I used aspect, 1:1 or 17", 19" emulated screen sizes under monitor scaling).

The 1440x1080 "bug" with 100hz being created only seems to apply for this resolution or those that are extremely close (1440x1081, etc). I had no problem with 1024x768@100 monitor scaling, 1280x1024@100, etc.

On my XL2720Z, I can't use 1280x960 if I create it as a custom resolution. Monitor reports 640x960 with actual 640 width being sent and windows showing 1280x960 (yuck). Seems fine on XL2411Z however. 1280x960 as a 'default' GPU scaled or EDID resolution, not custom (the monitor seems to pick it up anyway even if its not created as a custom) shows 1280x1024 for monitor scaled, e.g. 60 hz (aspect sizes will be wrong in OSD) and 1920x1080 for GPU scaled (e.g. 144 hz).


Display scaled resolutions ONLY work on the desktop or in directx 9...all directX 10 resolutions are GPU scaled and any that are 'created' as custom display scaled will be ignored by dx10 games (the game will auto switch to the first gpu scaled refresh rate available in that case).
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post #5 of 5
If you're on Windows 8 you will have issues as I had, On Windows 7 you can use display scaling, I use display scaling with 1600x900 I know this is a 16:9 aspect ratio resolution but it is possible even at 144Hz. On windows 8 I was unable to use display scaling at all regardless of refresh rate or resolution. I will try a 4:3 aspect ratio resolution and see if I can use display scaling later as I am currently at work.
Edited by Razor 116 - 1/14/15 at 5:33am
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