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[TFT Central] Asus Prototype - The First 4K 144Hz Monitor with DP 1.3 - Page 8

post #71 of 151
Quote:
Originally Posted by SoloCamo View Post


So you don't see the point of higher clarity overall? Plenty of videos are 4k now as well online and it's a huge difference even while streaming. Every detail for every application being crisp is a huge plus as well and the real estate of snapping what is the equivalent of 4x 1080p windows at once is very helpful.. Also 'pinpoint' details are great when playing online games, especially games with large map sizes like Battlefield 4. Objects that were either jaggie messes or too hard to pick up on are now able to defined as a player or a plant, etc at distance with ease. I've been on 4k since December 2014 and cannot go back at this point.

 

Pretty much this! Been on 4k About the same time frame as you Oct 2014. People won't understand the benefits until they've actually experienced and put some time with this resolution.

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post #72 of 151
Quote:
Originally Posted by paskowitz View Post

4K monitors make a lot more sense for tasks like photo and video editing vs gaming where pinpoint detail and screen real estate matter more frequently. This is compounded by the usually "small" screen sizes of 4K monitors. Outside of games with consistent static objects I can't see the point. A high quality 4K TV (>40'') with low latency would be another story.

It is not that there is no need for more real estate in content creation tasks...there is...
The shortfall is that 27-28" monitors are a bit small with legacy UI software that don't scale. I would totally get 4K / 5K 27" for reviewing 4K footage, but those are a bit small for hunting down buttons & scrolling down long menus, i.e. for the creation phase itself.

These monitors are thus more related to games than anything else imho, unless 2x scalling trickery is applied by the OS on the UI independently from the content, as its the case with the rMBP or the 5K iMac.

High DR special monitors of very fine pixel pitch are also used in medical applications and other areas, but in all of these cases the software's UI is written so that it scales perfectly with the hardware it is supposed to be used with.
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post #73 of 151
Here are some numbers I ran:

27" 4K
Eyevision | Ideal DIstance:
20/20 | 21.1"
20/15 | 28.1"
20/25 | 16.9"

27" 1440p
20/20 | 31.6"
20/15 | 42.1"
20/25 | 25.3"

40" 4K
20/20 | 31.2
20/15 | 41.6"
20/25 | 25"

55" 4K
20/20 | 42.9"
20/15 | 57.2"
20/25 | 34.3"

27" 5K
20/20 | 15.8"
20/15 | 21.1"
20/25 | 12.6"

Those are the recommended distances required to utilize the resolution given the size (ie. they are effectually "retina" displays). If you're closer than that, you'll start to see pixels. If you're farther than that, then you will lose detail. I used this for the calculations.

PPI gives you less aliasing. Resolution gives you more absolute detail.
post #74 of 151
Requires GTX 1080Ti SLI to have a chance to get close to that FPS. Even with that setup it will be a good deal of games where it will struggle to reach 100FPS

So not only will you need to dish out a lot of money for the display, but also for the GPUs, power supply, electric bill, CPU.
Really expensive hobby in the end tongue.gif
post #75 of 151
And is this IPS panel?
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post #76 of 151
Quote:
Originally Posted by BradleyW View Post

Why is it pointless? 4K gives a sharp image and 144Hz, even at very low fps, is far more fluid than 60Hz with the addition of less input delay and no tearing. It's a win win. People think you need high fps for 144Hz. This is simply not true. It's a myth, a lie, yet so many really believe it. Usually it's the people who don't own a 100/120/144Hz panel. As for 60Hz, anything below 60 fps really adds to the tearing, delay, motion blur and stuttering at this noticably slower refresh cycle.

So with a 144hz monitor, let say you have around 30fps in the game, it's still more "fluid" than compare to a 60hz at 30fps in game?
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post #77 of 151
Quote:
Originally Posted by BradleyW View Post

Why is it pointless? 4K gives a sharp image and 144Hz, even at very low fps, is far more fluid than 60Hz with the addition of less input delay and no tearing. It's a win win. People think you need high fps for 144Hz. This is simply not true. It's a myth, a lie, yet so many really believe it. Usually it's the people who don't own a 100/120/144Hz panel. As for 60Hz, anything below 60 fps really adds to the tearing, delay, motion blur and stuttering at this noticably slower refresh cycle.

^ This. Couldnt have said it better. After having a 144hz monitor I can tell you that I can never go back to 60hz. 120hz is even noticeably less fluid.
post #78 of 151
Quote:
Originally Posted by jincuteguy View Post

So with a 144hz monitor, let say you have around 30fps in the game, it's still more "fluid" than compare to a 60hz at 30fps in game?

It will not look more fluid, but the motion blur will be reduced.

I have a 1440p 144hz monitor at home and switching between the two (60hz and 144hz) you can tell a difference even if the game is capped at 60fps, but it's the reduced motion blur that makes the difference.
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post #79 of 151
Quote:
Originally Posted by jincuteguy View Post

So with a 144hz monitor, let say you have around 30fps in the game, it's still more "fluid" than compare to a 60hz at 30fps in game?

technically, a monitor will buffer the frame it gets, so as to fill up each refresh.

120Hz = 8.33ms per refresh
60Hz = 16.67ms per refresh

in this case 30FPS on a 120Hz monitor will have 4refreshes using the same frame for a total of 33.32ms.
if for example a frame gets delayed by 6ms, then it would render one frame for 5refreshes for a total of 41.65ms, stuttering for only 8.33ms.

on the other hand, 30FPS on a 60Hz monitor will have 2refreshes using the same frame for a total of 33.34ms.
using the same example as above, a frame gets delayed by 6ms, it would render one frame for 3refreshes for a total of 50.01ms, stuttering for a wooping 16.67ms.

this is because any type of delay in the frame being rendered will cause the monitor to skip one refresh, hence the stutter.
or for it to be easier to understand, its easier to take notice if a frame freezes for 16.67ms than it is for a frame to freeze for 8.33ms.
Edited by epic1337 - 6/2/16 at 2:01pm
post #80 of 151
So they're probably going to sell this at $1,800 you think?

The ASUS PG348Q is $1,300.
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