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Samsung monitors of 2016 introduced (Curved, High Resolution, Gaming, Flat and Business monitor.), help me understand 125% sRGB and quantum dot - Page 7

post #61 of 4215
Quote:
Originally Posted by HalongPort View Post

From the official AMD FreeSync site:
Atleast it does seem to be confirmed, that LFC is working ...

Hope it works flawlessly because that's terrible.

TFTCentral said the Acer equivalent which they're reviewing has decent response times. Can't wait to see more. Still, no ULMB is a deal breaker.
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post #62 of 4215
If the range is 70-144Hz with LFC then once it hits 69fps it goes back up to 138Hz, no?

It shouldn't make any difference on a sample-and-hold display whether a frame is displayed for 14.5ms, or two identical frames are held for 7.25ms each
post #63 of 4215
In theory LFC should perform very similar i agree. As far as i know LFC is handled by an algorithm, i think the question will be how smooth the transitions are handled, is it in any way visually noticeable when you drop out of the freesync range into LFC and back from below into freesync range again, framerates at 60-70 fps are really common, if the transitions are not smooth it could spell a problem for freesync on this model.

Would be interesting to hear from anyone that has actually tested LFC on a freesync monitor.
post #64 of 4215
Quote:
Originally Posted by aliquis View Post

In theory LFC should perform very similar i agree. As far as i know LFC is handled by an algorithm, i think the question will be how smooth the transitions are handled, is it in any way visually noticeable when you drop out of the freesync range into LFC and back from below into freesync range again, framerates at 60-70 fps are really common, if the transitions are not smooth it could spell a problem for freesync on this model.

Would be interesting to hear from anyone that has actually tested LFC on a freesync monitor.

Yeah I'm curious as well. For what it's worth (and it's not much since one is hardware implemented and one isn't), over the past few days I've been playing a game that has allowed me to test this on G-SYNC, since my FPS was dropping below 30 FPS. I didn't detect any abnormalities that I can attribute to the refresh rate doubling and dropping back down.
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post #65 of 4215
Quote:
Originally Posted by boredgunner View Post

Hope it works flawlessly because that's terrible.

TFTCentral said the Acer equivalent which they're reviewing has decent response times. Can't wait to see more. Still, no ULMB is a deal breaker.

Don't these monitors support blur reduction? (impulsive scanning?)
http://forums.blurbusters.com/viewtopic.php?f=16&t=2987
Quote:
Fast and Smooth Game Play

The CFG70 is the first curved monitor on the market that provides a 1ms Moving Picture Response Time (MPRT)—the response time that can be recognized by the naked eye—thanks to Samsung’s advanced impulsive scanning technology. This technology synchronizes the LED backlight with the actual image frame, which nearly eliminates motion blur across the entire screen.

https://news.samsung.com/global/the-cfg70-curved-gaming-monitor-an-experience-thats-ahead-of-the-game
Edited by Falkentyne - 10/6/16 at 9:56am
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post #66 of 4215
Quote:

Yeah I was referring specifically to the Acer version. It has no blur reduction according to TFTCentral. No quantum dot or 125% sRGB either, although 125% sRGB doesn't sound like something I'd want to use (won't that just oversaturate games and lose out on color accuracy?)
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post #67 of 4215
Quote:
Originally Posted by boredgunner View Post

Yeah I was referring specifically to the Acer version. It has no blur reduction according to TFTCentral. No quantum dot or 125% sRGB either, although 125% sRGB doesn't sound like something I'd want to use (won't that just oversaturate games and lose out on color accuracy?)

It should come with an sRGB emulation mode, but it is unknown how accurate it's going to be (often these modes restrict the gamut too much and end up undercovering the colour space)
post #68 of 4215
I kind of think a wider colorspace will hold up better visible gamut in highly reflective lighting.
Quote:
Color Gamuts and Ambient Light
One very important point that applies to all displays is the Color Gamut that you actually see on-screen is reduced by any existing ambient light falling on the screen. Since very few users watch their displays in absolute darkness (0 lux) the visible Color Gamut that is actually seen is noticeably less than 100 percent.
[Source]
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post #69 of 4215
Quote:
Originally Posted by mtcn77 View Post

I kind of think a wider colorspace will hold up better visible gamut in highly reflective lighting.
[Source]

I never considered that. I do however game in a room with no lights turned on (and very little light coming from outside it) with only bias lighting. I don't think my ambient light causes me to lose out on 25%. Like Sedolf said we'll have to see if it has an sRGB mode and how good it is.
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post #70 of 4215
Quote:
Originally Posted by boredgunner View Post

I never considered that. I do however game in a room with no lights turned on (and very little light coming from outside it) with only bias lighting. I don't think my ambient light causes me to lose out on 25%. Like Sedolf said we'll have to see if it has an sRGB mode and how good it is.
These are quantum dot, so you don't lose saturation since all emitted colour is single wavelength band in these. Traditional LCD crystals diffract a multitude of wavelengths that are individually much lower in amplitude, so are cancelled by ambient light, but these maintain their colours much higher until the white point. They work like lasers.
Quote:
When content is being produced, colors that are outside of the content’s Color Gamut move automatically to the closest available color and no longer exist and cannot be recovered later by using a larger Color Gamut. So the highly saturated colors outside of the Color Gamut are still reproduced but with lower color saturation.
Quote:
Extra Wide Color Gamuts: There is, however, a very important major advantage for displays with extra Wide Color Gamuts much greater than 100 percent because Ambient Light washes out the on-screen image colors – and displays are almost never watched in absolute darkness. So with real-time Color Management that accurately adjusts the Color Gamut to values greater than 100 percent based on the current measured level of Ambient Light can then compensate for the reduction in color saturation, and produce accurate on-screen colors in Ambient Light, which we will discuss below.
Quote:
Very Bright Low Reflectance High Ambient Light Displays
The screens on all displays are mirrors that reflect light from everything that is illuminated anywhere in front of them, including lamps, ceiling lights, windows, direct and indirect indoor and outdoor sunlight, which washes out the on-screen colors, degrades image contrast, and interferes with seeing the on-screen images.
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Overclock.net › Forums › Components › Monitors and Displays › Samsung monitors of 2016 introduced (Curved, High Resolution, Gaming, Flat and Business monitor.), help me understand 125% sRGB and quantum dot