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G-SYNC or ULMB? - Page 4

Poll Results: Which do you use in games?

 
  • 61% (32)
    G-SYNC always
  • 9% (5)
    ULMB always
  • 28% (15)
    Both depending on the game
52 Total Votes  
post #31 of 80
Thread Starter 
Quote:
Originally Posted by Klocek001 View Post

those CAN'T run at the same time even if they are both enabled.
well after you wrote that I decided to give ULMB more time today, but I reverted back to the "placebo" g-sync. the jitters/stutter are noticeable every few seconds. g-sync is much smoother and there are absolutely none. of course with ulmb and fixed 144hz they're short and don't spoil the fun in any way, but they're definitely there. fluctuating fps with a fixed refresh is always gonna produce some bad side effects, thy're just less noticeable than on a 60hz display. IDK how in your opinion this could really compete with a technology that adjusts the refresh rate to fps, frankly. ULMB might be better for some when it's stable 120/144fps with no dips, but then again, how can one see that ULMB is better in that situation but fails to notice all the advantages g-sync offers over fixed refresh when running varied fps.

If you can actually run a game at a constant 120 FPS without dips, with V-Sync, then the only possible benefits G-SYNC would offer in comparison (not even comparing it to ULMB, only V-Sync) are no added input lag (negligible on virtually every G-SYNC monitor which has extremely low input lag to begin with) and the ability to go up to 144 FPS on 144 Hz monitors (that extra 24 FPS is noticeable to some degree, at least to me).

And for those wondering, I can actually run over 20 games I love at 120 FPS with no dips (fully maxed out too).
Edited by boredgunner - 1/16/16 at 8:21am
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post #32 of 80
Thread Starter 
Man, I was just playing some Shadow Warrior at 120 Hz/120 FPS ULMB. Didn't have to lower any settings either, the few dips weren't detrimental. Absolutely incredible experience! It definitely helps me play better. Here is a video of some of that session, note that it contains spoilers for the game and it's not fully processed so 1440p 60 FPS isn't yet available.

Some games to test out 120 Hz/120 FPS ULMB to see it in its full glory:

  • Shadow Warrior
  • Dishonored (non-stealth especially)
  • Dark Messiah: Of Might and Magic

These are all fast paced, highly skill-based action games which my sig rig can run at 120 FPS with V-Sync. Only Shadow Warrior has some slight dips, and for Dishonored and Dark Messiah I have to use no supersampling (which isn't actually worth it for me in practice, I stick to 2x SGSSAA + G-SYNC 144 Hz instead). But ULMB 120 Hz/120 FPS in these games will really spoil you. You'll be hesitant to play without ULMB and at lower frame rates.
Edited by boredgunner - 1/17/16 at 4:22pm
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post #33 of 80
Yeah, after some time I have to admit that I like ULMB more than G-sync, the lag and speed seems like about the same but ULMB really has NO blur at all,while gsync does. The only problem is, none of 2015 titles I play can run 120fps,not to mention 144fps. I mean it can on avg fps when I drop the setting, but the min fps is way too low. In that respect you could say that g-sync is better,since there's no perceptible lag or stutter even with fps alternating between 90 and 130. All I can say it's great to have a display that can run g-sync and ulmb both, I hope the cut GP100 (1080Ti) will be fast enough to let me play ULMB with more new games.
post #34 of 80
Thread Starter 
Quote:
Originally Posted by Klocek001 View Post

All I can say it's great to have a display that can run g-sync and ulmb both, I hope the cut GP100 (1080Ti) will be fast enough to let me play ULMB with more new games.

Damn right. I can no longer game on a display that doesn't have both blur reduction and variable refresh rate (the latter for when my frame rate isn't high enough for blur reduction). Shadow Warrior is so amazing with ULMB.
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post #35 of 80
Quote:
Originally Posted by boredgunner View Post

That'd be incredible. Is it possible, and if so why the heck hasn't anyone done it?

People are probably reluctant to add that feature, because it'd visibly flicker like a good old CRT, at effectively 60hz. Only going over ~80hz tricks the brain/eye to not perceive the flicker (and turning off the backlight between frames is the basic functioning principle behind blur reduction after all; And well, eyes function by reacting to new sensations, new photonic input. Black is no new input in that sense, so it's easily discarded (unlike a static image), if refresh rate is high enough.). Less images/impulses at constant per-impulse brightness also lowers overall brightness, of course.

On a side note, I'm looking forward to more widespread VR awareness/availability, because the Oculus Rift, and Valve's HMD are using blur reduction, too!
Edited by Tivan - 1/27/16 at 7:55am
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post #36 of 80
Quote:
Originally Posted by Tivan View Post

On a side note, I'm looking forward to more widespread VR awareness/availability, because the Oculus Rift, and Valve's HMD are using blur reduction, too!
we can already see a huge popularity increase in this area


Now seriously, is ULMB proprietary (gotta have a GeForce card + no ULMB on fressync monitors) ?
post #37 of 80
Quote:
Originally Posted by Klocek001 View Post

we can already see a huge popularity increase in this area


Now seriously, is ULMB proprietary (gotta have a GeForce card + no ULMB on fressync monitors) ?

Pretty sure that ULMB only works with Nvidia cards, as it is the branding name of Nvidia's Blur Reduction. Benq Blur Reduction or Eizo '240hz' work on any GPU, by enabling it in the monitor. There's some TVs that feature a strobed backlight (that's what the process of turning it off between frames is often referred to) as well, I think. In addition to interpolation, to create 120frames out of 60 (or whatever the source material is). There's a lot of activity in the space it seems!

Also lol at that picture! thumb.gif
Edited by Tivan - 1/27/16 at 8:01am
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post #38 of 80
BenQ Blur reduction has more artifacts than lightboost, but it does not change color like lightboost.
It may be the same for ULMB.

Backlight strobing is still one of those features I love. As long as your frame rates are steady it looks great(and with high refresh rates the flicker should not be an issue.).
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post #39 of 80
Lightboost works on the same principle, and was initially used to also get better color quality in 3D mode of 120hz monitors that worked with shutter glasses for 3D.

Then people hacked it to work in 2D mode to get the motion clarity for general gaming, and later Nvidia made ULMB out of it on the same principle, while fixing the color 'issue' (that was a 'feature' for the intended 3D use)

But yeah, good old times reading about people and their awesome lightboost gaming stories, before it was cool!

edit: and on the topic of benq blur reduction, my monitor apparently went through 4 major firmware releases to fix most of the artifacts. (overdrive not being fine tuned for blur reduction mode, and stuff like that) And to get the new firmware you're supposed to RMA the thing... I'm happy with firmware v2 (allows using custom strobe timings of the backlight)

The tech definitely got some growing pains.
Edited by Tivan - 1/27/16 at 8:11am
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post #40 of 80
I paid the money I did for my monitor because of Gsync. If it could use both I'd check out ULMB. I have messed around with ULMB Lightboost on my non-Gsync BenQ and couldn't get over how dark the screen was. Also, flickering starts making me dizzy after awhile.
     
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