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post #581 of 3066
Thats the refreshrate, since pepole were comparing driving the x34 at max refresh vs the 1440p panels at max refresh.
Multiplying height×width×frequency gives you a result of pixels per second needed.
post #582 of 3066
Thread Starter 
Your math is horribly wrong. You don't multiply pixels by the refresh rate.

3,686,400 =2560x1440

4,953,600 =3440x1440

So less than a 1.5m pixels which is about the same as a 720p monitor. So in reality there is very little difference GPU wise. If you can run 2560x1440@144hz then 3440x1440@100hz will be no chore either.
post #583 of 3066
lol @ multiplying pixels by the refresh rate...what....
Especially when refresh rate has to do with *FRAME PERSISTENCE TIMES*.

144 hz= 6.9 MILLISECONDS of persistence.
Yeah that's going to really factor into the # of pixels...

Or we can really get some math going.
How about:

Strobe width base persistence = refresh rate persistence divided by max strobe phase range?
(refresh rate persistence = 1000 divided by refresh rate).

YEAH!
(that's for benq blur reduction 1.0 monitors (including XL2430T and XL2420G in classic mode).
Edited by Falkentyne - 11/29/15 at 5:34am
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post #584 of 3066
Ill try to explain it more clearly, step by step, so even the mathematically challenged can follow.

We want to compare the requirements to drive two screens at their full resolution and full refreshrate.
The monitors:
1. 3440x1440, 100Hz refreshrate. We want to feed this 100fps.
2. 2560x1440, 144Hz refreshrate, We want to feed this 144fps.

Screen 1 has 3440x1440=4953600 pixels. Screen 2 has 2560x1440=3686400.
Does that tell us anything useful? Not really. If they had the same exact refreshrate, this would be enough to compare, but they don't.

This is where a tiny bit of simple physics come in. https://en.wikipedia.org/wiki/Hertz
Frequency, measured in Hz, describes how often something occurs each second.

This means that screen 1 accepts a new frame at most 100 times per second, while screen two accepts a new frame at most 144 times per second.

One frame on screen 1 is 4953600 pixels, which we need to feed it 100 times per second to max it out. (Running at 100 frames per second, 100Hz).
Pushing 4953600 pixels 100 times per second gives a total of 495,360,000 pixels/second.

One frame on screen 2 is 3686400 pixels, which we need to feed it 144 times per second to max it out. (Running at 144 frames per second, 144Hz).
Pushing 3686400 pixels 144 times per second gives a total of 530,841,600 pixels/second.

Now we have finally found common ground, and the values can be compared:

To drive these screens at max fps/Hz:

1. 3440x1440, 100Hz refreshrate, 100fps requires 495,360,000 pixels/second.
2. 2560x1440, 144Hz refreshrate, 144fps requires 530,841,600 pixels/second. (Roughly 7% more, no big difference, which makes perfect sense since both are designed near the bandwidth limit of DP1.2).

And again, as mentioned above, 3440x1440@100Hz is probably still a bit harder to drive due to extra cpu load caused by larger scenes, despite the lower pixelcount.

If someone still does not understand, it is beyond my ability to help you, sorry.
Edited by Morkai - 11/29/15 at 9:31am
post #585 of 3066
Thread Starter 
Oh god. I only had to read the first sentence to know to skip the rest of all that nonsense. Please back up your mathematical claim with some kind of proof besides your own theoretical equation because whatever you are thinking of is wrong..

Please pull that formula off of TFT central (or anywhere) because in any comparisons I have seen and read, multiplying pixels by refresh rate is non-existent. (for a reason)
post #586 of 3066
What in the world are you people going on about? Morkai is doing a simple bandwidth calculation without the bit-rate color depth and overhead calculations of connectivity standards. Those calculations are correct for the GPU demand in pixels per second the GPU must process. This is pretty basic stuff.

Although I will somewhat disagree on the CPU requirement being greater at 3440x1440 at 100 FPS than 2560x1440 at 144 FPS due to scene aspect ratio/game world/view requirements. In my experience running the faster FPS of 144 on 2560x1440 versus 100 FPS on 3440x1440 is a higher load on the CPU and will reach the CPU limit first given everything else being equal.
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post #587 of 3066
Quote:
Originally Posted by CallsignVega View Post


Although I will somewhat disagree on the CPU requirement being greater at 3440x1440 at 100 FPS than 2560x1440 at 144 FPS due to scene aspect ratio/game world/view requirements. In my experience running the faster FPS of 144 on 2560x1440 versus 100 FPS on 3440x1440 is a higher load on the CPU and will reach the CPU limit first given everything else being equal.
I based that on personal experience as well, so the cpu part could be wrong, but it was true for my setup.

Out of 3x 1080p 120Hz in portrait, 3x1080p in landscape, and 1x 1080p in dsr4k, 3x1080p landscape gave the lowest and most inconsistent fps for me.
(3930k@4.7, sli titans at 1327Mhz boost at the time)

Try to benchmark 3xportrait vs 3xlandscape when you get your new monitors?
I preferred 4kdsr due to playing some games that didnt support surround landscape, so i got rid of the rest, so I cant try.
post #588 of 3066
It's no surprise to me that Thomson and Thompson are all over your math... lachen.gif
Quote:
Originally Posted by funfordcobra View Post

Please back up your mathematical claim with some kind of proof besides your own theoretical equation because whatever you are thinking of is wrong...

You could just read his post.
Edited by Smokey the Bear - 11/29/15 at 12:35pm
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post #589 of 3066
Acer repair centre in Australia pooped up my monitor.

http://imgur.com/a/UdcyS
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post #590 of 3066
Quote:
Originally Posted by kot0005 View Post

Acer repair centre in Australia pooped up my monitor.

http://imgur.com/a/UdcyS
Wow, that sucks, are you going to complain?
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