techpcguide 

The refresh rate was set to 144Hz, though this didn’t impact on} the key readings mentioned here and solely had a reasonably refined effect on the general image. At 144Hz there have been some gentle ‘interlace-pattern artifacts’, significantly towards the left of the screen. These manifested themselves as a given shade being composed of terribly faint horizontal stripes of a shade slightly lighter and darker than the required shade (interlacing). This was terribly faint and is additionally a fairly a lot of universal attribute on 120Hz-144Hz monitors. Setting the refresh rate to 120Hz reduced this and setting to 100Hz pretty much as good as eliminated it – simply one thing to notice, not one thing to fret concerning. Note that terribly similar observations to those within the table were created once connecting to a contemporary AMD GPU, however ULMB isn't accessible unless you’re employing a compatible Nvidia GPU (more thereon later).

 

 

 

Preset Mode

Gamma (central average)

White purpose (kelvins) Notes

Color Temp. = heat (Factory Defaults) 2.3 6251K Very bright with a small amount of a red bias however some sturdy colors. a small amount an excessive amount of depth and saturation overall, significantly towards the highest of the screen. Saturation is reduced techpcguide more down the screen, a side-effect of American state viewing angle restrictions from a standard viewing position.

Color Temp. = Normal 2.3 7247K Remains bright and saturated however a really icy tint is introduced, there’s very nothing ‘Normal’ concerning the image.

Color Temp. = sRGB 2.3 6172K As manufacturing plant defaults with a hotter and slightly inexperienced tint.

Color Temp. = User 2.3 6265K As sRGB with inexperienced tint slightly reduced.

Gamma = Gamma2 2.1 6228K Colours look a small amount washed come in places, lacking the depth they must have. Otherwise just like manufacturing plant defaults.

Gamma = Gamma3 2.5 6323K Colours have an additional depth to them. This counteracts the same old undersaturation more down the screen however makes some shades towards the highest seem a small amount too deep. Some users can like this setting.

ULMB, Pulse dimension a hundred @ 120Hz 2.5 6389K Due to backlight strobing, the screen becomes rheostat despite being at ‘100’ brightness. a gentle aflicker is additionally elicited (like running a cathode-ray tube at 120Hz) and therefore the gamma is ramped up which supplies colors a rather deep look. the color temperature isn't shifted a lot of and that we feel several users would realize the image appealing.

ULMB, Pulse dimension a hundred @ 100Hz 2.5 6201K As at 120Hz however a touch a lot of aflicker (like a 100Hz CRT) and marginally brighter.

ULMB, Pulse dimension a hundred @ 85Hz 2.5 6050K As at 100Hz however even brighter and slightly a lot of intense aflicker.

ULMB, Pulse dimension fifty @120Hz 2.5 6249K Significantly rheostat than with Pulse dimension a hundred, otherwise similar.

ULMB, Pulse dimension fifty @100Hz 2.5 6119K Significantly rheostat than Pulse dimension a hundred at 100Hz, otherwise similar.

ULMB, Pulse dimension fifty @85Hz 2.5 6244K Dimmer than with Pulse dimension a hundred at 85Hz however still moderately bright.

ULMB, Pulse dimension ten @120Hz 2.5 6212K Exceptionally dim. Even once your eyes have ‘adjusted’ to the present in an exceedingly dark space it's not very useable in our opinion.

ULMB, Pulse dimension ten @100Hz 2.5 6118K As higher than very, solely a small little bit of additional brightness.

ULMB, Pulse dimension ten @85Hz 2.4 5953K A tiny little bit of additional brightness once more however too dim for many users even in a completely dark space.

Test Settings (as below) 2.2 6508K A terribly nice balance to the image. clearly a similar American state viewing angle restrictions apply, no settings can modification that – however the image is sort of wealthy and welcoming overall while not unwanted tints or alternative obtrusive problems.

Out of the box the image was way too bright and a small amount unbalanced. It definitely didn’t provide that horrific feeling that you just typically get after you activate a 24” 144Hz monitor. That the image is thus terrible that ‘fixing it’ are going to be Associate in Nursing uphill struggle Associate in Nursingd probably an un-accomplishable task. Our instincts were fortuitously correct. there have been no presets to play with, however there have been key settings admire brightness and color channel controls. there have been conjointly the same old three ‘Gamma’ modes that AOC likes to place on their monitors, that permits users to more customise the image to their style. we tend to found that victimisation the default ‘Gamma’ setting however reducing brightness considerably and creating some minor alterations to color channels yielded best results. The graph below shows the rather pleasing central gamma reading for the monitor victimisation the ‘Test Settings’ we tend to discuss after.

 

 

Gamma check settings

Although it doesn’t please the measuring device to a similar degree, some users may very well like ‘Gamma3’. It provides richer and deeper colors, significantly towards the lowest of the screen. of course if something colors at the lowest look a lot of like they must (although on our unit some more up looked a small amount deeper than they must with this setting). ULMB had the same impact on the image, considerably increasing the gamma of all gamma modes. Please be happy to experiment with these gamma settings, it’s nice to possess them there and everybody has their own preferences for that kind of factor. We’ve conjointly seen quite little bit of variation within the gamma performance of various 144Hz units of a similar model before, thus don’t simply assume that ‘Gamma1’ is usually planning to be best.

 

We really like that there square measure gamma settings enclosed on this mode, it’s {a much|a manner|a far} nicer way of managing doubtless ‘washed out colors’ than looking forward to Interstate Commerce Commission profiles that square measuren’t designed for games within the initial place and are created on a unit that will dissent considerably from your own in its colour setup. we'd have likeable to visualize a ‘Low Blue Light’ or equivalent setting further, as we tend to square measure nice fans of such modes within the evening wherever it’s vital to not expose yourself to an excessive amount of blue light-weight (it makes our bodies alert – not what you would like before bed). we tend to appear to mention this altogether AOC reviews, however creating ‘Normal’ the er… traditional setting and creating ‘Warm’ a lot of hotter (ideally <5500k) would="" be="" a="" higher="">

 

 

Test settings

For out check settings we tend to considerably reduced brightness and created some changes to the color channels. we tend to should once more stress that every individual unit is completely different and therefore the settings here ought to be thought of a suggestion instead of one thing to be followed religiously. conjointly bear in mind what we tend to same higher than concerning ‘Gamma’ modes. We’ve conjointly enclosed the ‘Overdrive’ setting utilized in our review here only for reference.

 

 

Brightness= thirty three (according to preferences and lighting)

 

Contrast= fifty

 

Gamma= Gamma1

 

R= 62

 

G= 63

 

B= 65

 

Overdrive= light-weight

 

 

Contrast and brightness

Contrast ratios

We used a klick CS-200 physical property meter to live the brightness of white and black employing a vary of monitor settings. The static distinction ratios yielded from these values was then calculated. within the table below you'll be able to see these values. rock bottom black physical property, highest white physical property and highest distinction magnitude relation recorded square measure highlighted in black. The results from our check settings square measure highlighted in blue. Please note that the monitor was set to 144Hz unless expressed otherwise. Settings not specifically mentioned within the table were left at default. The exception to the present was wherever ULMB was enabled – as mentioned within the standardization section we tend to bumped distinction up to ‘50’ and brightness up to ‘100’ for this to maximise brightness with none discernible or recordable unwell impact.

 

 

Monitor Profile White physical property (cd/m²) Black physical property (cd/m²)) Contrast magnitude relation (x:1)

100% brightness 337 0.34 991

80% brightness 279 0.28 996

60% brightness 223 0.22 1014

40% brightness 170 0.17 1000

20% brightness 107 0.10 1070

0% brightness 38 0.04 950

Factory Defaults (90% brightness) 306 0.30 1020

Color Temp. = Normal 266 0.29 917

Color Temp. = sRGB 340 0.31 1097

Color Temp. = User 350 0.31 1129

Gamma = Gamma2 306 0.30 1020

Gamma = Gamma3 298 0.30 993

ULMB, Pulse dimension a hundred @ 120Hz 123 0.15 820

ULMB, Pulse dimension a hundred @ 100Hz 131 0.16 819

ULMB, Pulse dimension a hundred @ 85Hz 160 0.20 800

ULMB, Pulse dimension fifty @ 120Hz 62 0.08 775

ULMB, Pulse dimension fifty @ 100Hz 66 0.08 825

ULMB, Pulse dimension fifty @ 85Hz 81 0.10 810

ULMB, Pulse dimension ten @ 120Hz 13 <0.02>750

ULMB, Pulse dimension ten @ 100Hz 14 <0.02>750

ULMB, Pulse dimension ten @ 85Hz 17 <0.02>750

Test Settings 162 0.16 1013

The average static distinction magnitude relation victimisation manufacturing plant defaults (brightness solely adjusted) was a decent 1004:1. The fairly insubstantial  changes created to our check settings had a no real impact on distinction magnitude relation, that was recorded as 1013:1. The ‘Warm’ setting, that is that the monitor default very makes the same degree of modification to the R, G and B channels to our check settings, simply in an exceedingly completely different manner. The neutral position for every color channel is ‘65’ because the ‘User’ setting employs by default. The ‘sRGB’ setting conjointly seems to use ‘65’ for every channel, however there's slight extra adjustment there further that isn’t mirrored within the channel values. With all channels in their neutral position with the ‘User’ setting a distinction magnitude relation of 1129:1 was yielded. The distinction magnitude relation born to 917:1 victimisation the supposed ‘Normal’ color temperature setting. Setting gamma to ‘Mode3’ caused a shorter call in distinction (by manner of reducing white physical property slightly) that was undetectable by eye.

 

Activating ULMB caused the foremost substantial call in distinction, however this remained around 800:1 that continues to be tight. The a lot of noticeable impact was on the white physical property, that peaked at one hundred sixty cd/m² at 85Hz with a ‘Pulse Width’ of a hundred. This born to 131 cd/m² at 100Hz and 123 cd/m² at 120Hz. Decreasing the ‘Pulse Width’ ablated the brightness more, with between thirteen cd/m² and seventeen cd/m² being recorded at a Pulse dimension of ten. rock bottom brightness recorded with ULMB disabled was thirty eight cd/m² that continues to be nice and dim. Going strictly by the values within the table, the utmost recorded physical property was spot on the required 350 cd/m² and therefore the minimum white physical property was thirteen cd/m². This gave a wonderful brightness adjustment vary of 337 cd/m². though not documented within the table, it absolutely was potential to urge things right down to a just about invisible zero.9 cd/m² (yes, that’s white luminance) by setting ‘Brightness’ to ‘0’ and ‘Pulse Width’ to ‘10’ with ULMB on at 120Hz. like all current G-SYNC monitors there's no Dynamic distinction settings accessible, that we tend to don’t very see as a problem.

 

 

PWM (Pulse dimension Modulation)

Unfortunately the photosensor we tend to typically use in conjunction with Associate in Nursing scope was out of action, thus we tend to had to believe different ways to see whether or not PWM is employed. These embody employing a sensitive camera to do to choose up any aflicker or looking for stroboscopic effects once inserting a disciple ahead of the monitor. we tend to couldn't discover any sign of PWM usage on this monitor, that either means the PWM frequency used is extremely high or a lot of doubtless that electricity (DC) is employed to control the backlight brightness instead. this could offer some comfort to users UN agency square measure sensitive to aflicker or UN agency worry concerning visual fatigue once victimisation the monitor. once ULMB is active the monitor will flicker, as that’s specifically what the stroboscope backlight perform is meant to try to to. Some users square measure sensitive to PWM aflicker however aren’t fazed by ULMB aflicker because the nature of the aflicker is completely different.

 

 

Luminance uniformity

Whilst observant a black screen in an exceedingly dark space, we tend to may see minor backlight bleed and slight vaporisation towards the lowest of the screen. we tend to didn’t realize this problematic or maybe noticeable throughout traditional use of the screen. The image below shows however the screen appeared underneath our check settings in an exceedingly dark space.

 

Monitor displaying black in an exceedingly dark space

 

We took this photograph from around 70cm back from the screen, that represents a typical viewing distance. Notice that there's no peripheral ‘glow’ from a standard viewing position as you'd see on most IPS-type panels. If you read the monitor from off-angle you'll be able to see a golden or silver-grey refulgency (depending on viewing angle) as incontestable  within the video within the ‘Viewing angles’ section. Please note that backlight bleed varies between individual units of a similar model.

 

To assess the uniformity of lighter shades we tend to used a Spyder4Elite to live the physical property of nine quadrants running from the highest left to bottom right of the screen. The table below shows the share deviation between every quadrant and therefore the brightest purpose on the screen. The physical property recorded at every quadrant is additionally given.

 

 

Luminance uniformity table

The uniformity of the monitor was variable however pretty cheap on the total. The brightest purpose on the screen was ‘quadrant 5’ within the centre (161 cd/m²). the utmost deviation from this occurred at ‘quadrant 1’ at the highest left of the screen and ‘quadrant 8’ at the lowest central region. Here the recorded values were one hundred thirty five.5 cd/m² (16% rheostat than centre) and 139 cd/m² (14% rheostat than centre), severally. Elsewhere the brightness deviated between four and ten from the central price. It’s value basic cognitive process that individual units of a similar model will and do vary with regards to uniformity. moreover American state panels admire that utilized in the g2460Pg exhibit viewing-angle connected deviation in perceived brightness that a user will see from a standard viewing position, however that isn’t mirrored here. Analysis of color temperature during this manner is even a lot of deceptive thanks to apparent deviations that aren’t picked up by such testing – intrinsically we'll not be analysing that during this review.

 

Below may be a very little graphic (contour map) representing the deviations in recorded uniformity in an exceedingly a lot of visual fashion. Darker greys represent lower recorded values and therefore bigger deviation from the brightest purpose than lighter colors. proportion deviation between the brightest purpose and every quadrant is additionally given as a proportion for clarity. 

 

 

Luminance uniformity map

Analysing color temperature variation on a American state monitor employing a measuring device facing utterly perpendicular to the screen surface from zero distance is especially deceptive thanks to the viewing angle connected shifts that occur however aren’t mirrored within the readings. to it finish we'll not be providing such analysis during this review.

 

 

Contrast in games and films

The monitor place in an exceedingly respectable distinction performance in parcel of land four, with smart distinction between bright and dark shades. once viewing light-weight colors, admire lights within a dark subway carriage, you'll see a small roughness thanks to the screen surface. This wasn't the significant ‘smeary’ grain that another matte screens exhibit. Detail in dark areas was pleasing, with all major details and most minor details visible. not like on most 144Hz models these areas didn’t look ‘flooded’ thanks to near-black shades being by artificial means lightened (gamma enhancement). Instead such areas looked very much like they must, that helped maintain an acceptable atmosphere. No peripheral loss of detail (common on IPS-type monitors) was determined either.

 

The expertise was similar on Dirt three. Detail levels were mostly acceptable while light-weight components contrasted quite well with encompassing dark ones. automobile headlights and alternative bright colors lacked the purity and ‘pop’ of a lighter screen surface however weren’t too sandy either.

 

We conjointly took a glance at the distinction performance within the Blu-ray of Skyfall. Detail levels in dark scenes were smart, while not the ‘flooded look’ the gamma enhancements on typical 144Hz models would supply. Bright components with dark surroundings stood out quite nicely, as an instance candles within the Macau night scenes.

 

 

Lagom distinction tests

To assess the distinction performance of the monitor, a lot of closely we tend to used the Lagom tests for distinction. the subsequent observations were created.

 

 

Performance on the distinction gradients was excellent. The darkest blue band intermingled into the background a touch too pronto (as it nearly invariably does) however distinct brightness steps were determined elsewhere.

 

Performance on the black level check was smart overall. the primary 2 blocks intermingled into the background well, though the second was a touch a lot of visible than it ought to be for a gamma of two.2. the looks of those blocks was heavily addicted to viewing angle – a given block seems lighter towards the lowest of the screen and darker if you place it close to the highest of the screen. Some fairly well disguised temporal video digitizing may be seen on a number of the blocks.

 

The white saturation check was displayed moderately well. the ultimate 2 blocks intermingled into the background too pronto and therefore the third last block had a gameboard pattern that was a small amount faint. The viewing angles {again|once a lot of} powerfully influenced the results here – the ultimate row of checkerboards became more distinct as you lower your head.

 

The greyscale gradients were terribly sleek with no noticeable band. There was alittle quantity of temporal video digitizing in places however this was quite well disguised and didn’t stand out.

 

 

Colour replica

Colour gamut

The AOC g2460Pg’s color gamut offers astonishingly complete coverage of the sRGB color house. there's simply a sliver of under-coverage within the inexperienced region and Inferno of this diagram however nothing to fret concerning. pursuit is otherwise quite on the brink of sRGB with a small amount of over-coverage of some shades towards the inexperienced corner of this diagram. we tend to haven’t really seen sRGB coverage this whole on a 24” 144Hz monitor before, even one victimisation this panel – thus it looks AOC and Nvidia have done a really smart job of configuring this one.

 

 

Colour gamut check settings

 

 

Colour in games and films

Colours on parcel of land four had smart depth to them and looked natural and in-place. There was a weakening of saturation more down the screen that sapped a number of this depth, however overall things looked quite wealthy instead of ‘washed out’. vivacious components admire flames and in-game markers looked fairly vivacious however to not the extent that they are doing on some monitors with lighter screen surfaces. Some fairly lush and deep-looking greens were conjointly displayed, significantly on the multiplayer map ‘Zavod 311’.

 

On Dirt three colors were {again|once a lot of} richer and more natural than you’d generally see on a 144Hz monitor. Despite shades turning into somewhat lighter more down the screen, the general depth of colors was smart. Natural environments lacked the refined shade selection that IPS-type panels surpass however still looked quite natural and thinkable. Some nice deep greens and smart golden browns helped therein respect. automobile liveries lacked the ‘pop’ and painted-on look of sure shiny screens specially, however once more had smart depth and a reasonably vivacious look. there have been some quite putting element greens and wealthy cherry reds, as an instance.

 

The Skyfall Blu-ray looked acceptable and natural. Skin tones showed smart saturation and were free from unwanted tints. wood colors and earthy browns conjointly looked quite natural, as did deep inexperienced vegetation. The monitor conjointly showcased some smart vivacious element shades, wherever acceptable, admire within the Shanghai night scenes.

 

To close off our subjective assessment we tend to took a glance at the Blu-ray of Futurama: Into the Wild inexperienced Yonder. there have been some smart bright element greens, pinks and yellows here. Pastel shades conjointly looked mostly acceptable – minty greens, bleached yellows, numerous skin colors etc. With giant areas of individual shade typically filling an oversized section of the screen, this title conjointly highlights weaknesses in color consistency terribly nicely. The weakening saturation towards the lowest, in unavoidable American state weakness, was quite apparent here. It didn’t trim down an excessive amount of from our enjoyment of this film however it did limit the refined shade variation and identity somewhat.

 

 

Viewing angles

Lagom’s tests for viewing angle were wont to assess color consistency and therefore the influence of viewing angle in an exceedingly a lot of direct manner. the subsequent observations were made up of a viewing distance of 70cm.

 

 

The purple block appeared purple at the highest however quickly transitioned to pink more down. the edges of the screen conjointly had a small pink tinge even towards the highest. This pink hue appeared as a ‘sheen’ that affected pronto if you affected your head.

 

The red block appeared quite smart red at the terribly prime however became a light red then pink more down the screen. There was once more a ‘sheen’ that might be seen to maneuver as you progress your head.

 

The inexperienced block appeared a pea green throughout, however had its strongest yellow tint at the lowest.

 

The blue block appeared an honest deep blue throughout.

 

The Lagom text had noticeable red marking for the foremost give up a small amount of lightening then inexperienced marking at the highest. this means that the viewing angle of the screen may be a sturdy influence on the monitor’s gamma curve, as is characteristic of American state technology.

 

 

The video below shows the results of the Lagom text check, a light-weight desktop background and dark desktop background as viewed from a spread of viewing angles. you'll be able to see fairly pronounced shifts and gamma and color, significantly wherever vertical viewing angle is altered. For the dark desktop background you'll be able to see a small ‘glow’ off angle as noted antecedently. this can be not a similar as ‘IPS glow’ or something of that nature and can’t be seen from a standard viewing position.

 

 

 

 

 

 

Responsiveness

Input lag

Input lag was calculated on the AOC g2460Pg employing a tiny utility referred to as SMTT a pair of.0 and a sensitive camera. The latency of the monitor was compared with alternative reference screens of better-known latency. victimisation this methodology we tend to recorded three.2ms (under ½ a frame at 144Hz) of input lag. This input lag figure is influenced by each the pel responsiveness of the monitor (element you ‘see’) and therefore the signal delay (element you ‘feel’). This price is indicative of a really low signal delay that was mirrored in however responsive the monitor felt in reference to our input. Activating ULMB failed to considerably impact this figure (on some runs it absolutely was marginally higher and a few marginally lower, averaging a really similar value). 

 

 

Pixel responsiveness

To assess the pel responsiveness of the monitor we tend to used the phantasm Motion check for ghosting, that may be a web-based check, aboard a sensitive camera. The check was set to run a ‘1920 Pixels Per Sec’, that means that the thing crossed the screen in around one second. The medium cyan background is shown within the image below (middle row of test) at numerous refresh rates and ‘Overdrive’ settings. the highest row in our image shows 60Hz, the center row shows 120Hz and therefore the bottom row shows 144Hz. The columns show numerous ‘Overdrive’ settings; ‘Off’, ‘Weak’, ‘Light’, ‘Medium’ and ‘Strong’, severally.

 

 

Trailing (various 'Response Time' settings)

The refresh rate failed to considerably impact the pel responsiveness and therefore trailing determined during this check. There square measure some minor variations in places, however these may be accounted for by the snapshots being captured at slightly completely different transition phases in some instances. because the refresh rate is magnified you'll be able to see that the separation distance between every path and therefore the original object is ablated, however. that's just because the screen is change (refreshing) quicker at higher refresh rates and therefore the phantasm is actually redrawn a lot of oft.

 

The monitor offers smart flexibility with its pel overdrive management. With this set to ‘Off’ there's a daring primary path and weak secondary path. victimisation the ‘Weak’ setting weakens the first path and pretty much as good as eliminates the secondary path. this means that the pel responsiveness throughout these transitions has improved. The ‘Light’ setting improves performance more by weakening the trailing so it's terribly faint. The ‘Medium’ setting changes the character of the trailing slightly, introducing a small amount of overshoot (artifacting) that is most noticeable within the 60Hz exposure during this example. The ‘Strong’ setting introducing important overshoot (‘inverse ghosting’), giving terribly sturdy and incorrectly colored trails.

 

In our analysis of this check and victimisation the monitor a lot of loosely, over a wider vary of pel transitions, we will say that the ‘Light’ setting is our favorite. The default setting (‘Medium’) is really excellent further, however we tend to did notice some terribly slight overshoot throughout actual use. This wasn’t too distracting and most users most likely wouldn’t even see it including be distracted by it, however dropping the overdrive to ‘Light’ eliminated this issue while not visibly compromising performance elsewhere. The ‘Weak’ setting was conjointly tight and used a good level of acceleration. There was {a terribly|a really|a awfully} touch of trailing in places that wasn’t visible within the ‘Light’ or ‘Medium’ setting however this was very minor so. the center 3 settings square measure so terribly useable (unlike ‘Off’ and ‘Strong’ in our opinion) with ‘Light’ giving the most effective balance of high speed while not obvious overshoot.

 

 

Responsiveness in games and films

In order to assess things in an exceedingly a lot of realistic manner and overcome a number of the restrictions of static photography (as used above) we tend to used a variety of game titles. This provides a bigger style of completely different pel transitions and extremely significantly permits the assessment to require into consideration the crucial issue of eye movement and the way we tend to understand motion. As known within the responsiveness article, the movement of our eyes may be a important contributor to motion blur despite however nice pel responsiveness is. It’s conjointly one amongst the key reasons why a better refresh rate improves the motion clarity and why ‘ULMB’ works the manner it will (as we tend to explore later).

 

On parcel of land four we tend to couldn’t observe any trailing ensuing from slow pel responses on the monitor nor any obvious overshoot from too aggressive acceleration. wherever the frame rate and refresh rate of the monitor matched (i.e. 144fps at 144Hz) the thinness and connected feeling was wonderful. The clarity of motion was excellent, that means that even throughout quick manoeuvres in an exceedingly vehicle or in foot the sport world maintained an honest degree of sharpness. The monitor conjointly ‘felt’ terribly responsive in reference to your input and there have been no real hitches stepping into the manner of man and machine. because the frame rate drops, the motion blur will increase and you're hit by inarticulate  (VSync on) or tearing (VSync off). we tend to still felt that running the sport considerably higher than 60fps felt sort of a real bonus compared to a 60Hz screen, however while not a number of the variable refresh rate goodness talked concerning shortly the expertise wasn’t as sleek because it may are.

 

Dirt three told the same story very. On this title we tend to didn’t feel that the ‘connectedness’ to the vehicle was as vital because the connectedness to your character on parcel of land four. We’re positive that says a great deal concerning our use of the keyboard instead of a ‘proper’ controller for this game, however. The reduction in motion blur and sleek visuals at 144fps was very nice, anyway, and did augment the athletics expertise. once more there have been some hitches in thinness (tearing or stuttering) because the frame rate born removed from this sorcerous price, notwithstanding it born simply slightly below it of course. we tend to didn’t notice any obvious inverse ghosting, either, that is nice considering the broad vary of pel transitions conferred on this title. there have been some terribly faint hints wherever light-weight and marginally darker shades affected against each other (snow against bright sky as an instance) however not one thing that stood out even to the trained eye.

 

We didn’t notice any problems in the slightest degree involving slow pel responsiveness on the Blu-ray film titles we tend to tested. we tend to didn’t notice any overshoot, either. thinness was marred somewhat by the low frame rate at that these films run, that is ~24fps (typical for Blu-rays and alternative moving-picture show content currently) however that wasn’t the fault of the monitor. Another factor to notice is that the 144Hz frame rate permits this 24fps to divide into it equally (each frame is perennial five times), not like 60Hz (2.5 times). this provides a small amount of a footing in thinness by greatly reducing ‘judder’ that some users significantly dislike. It still doesn’t have that smoothness you’d get from a high frame rate, though. 

 

 

G-SYNC

Rather than continuation what we’ve same on alternative reviews and articles, we’re planning to go as quickly as potential to our actual ‘real world’ experiences with G-SYNC on the g2460Pg. to grant you the briefest of introductions initial, G-SYNC may be a technology that permits the monitor to retort to this GPU frame rate (your independent agency in game, as an instance) by adjusting its refresh rate. On a really basic level this gets obviate the inarticulate , tearing or juddering that you just could notice if the refresh rate stays wherever it's however the frame rate diverges from it. It will this in an exceedingly manner that gives lower input lag than victimisation VSync and that has similar latency to VSync off at a set 144Hz within the variable refresh rate surroundings. If you’d wish to learn a lot of concerning the technology we’d extremely advocate reading our dedicated article concerning G-SYNC. If you’d wish to skills to activate it please ask the ‘G-SYNC – activating it’ a part of the ‘Responsiveness’ section on our review of the PG278Q. the method is precisely a similar with any G-SYNC monitor. Please note that the appliance should be running full screen for this to figure and Nvidia recommends disabling VSync in game additionally to making sure VSync is about to G-SYNC within the Nvidia control board.

 

To start up our subjective analysis of G-SYNC we’ll begin with the very talked-about independent agency title parcel of land four. clearly the performance you'll be able to expect on this title depends on your system, the settings you’re victimisation and what’s happening within the game world at a given moment. For North American nation the sport oft born below 144fps, notwithstanding simply by 5-10fps. historically this may be in the midst of the same ‘nasties’ of inarticulate  or tearing – however with G-SYNC enabled things remained sleek. of course with such slight drops in frame rate the sole thanks to even see the frame rate had born was to watch Associate in Nursing independent agency counter. there have been some instances wherever frame rate born nearer to 100fps. during this case the sport remained sleek (no inarticulate  etc.) however there was a touch little bit of a drop off in ‘connectedness’ and a small increase in motion blur as you'd expect at reduced frame rate. It’s vital to notice, then, that reduced frame rates square measure still reduced frame rates with G-SYNC enabled.

 

We conjointly took the monitor for a spin on Dirt three, that didn’t very tax our system even with the settings turned up rather high. One ‘fun’ manner of very breaking our GPU into a sweat was to change the DSR (Dynamic Super Resolution) feature of our GTX 970. This causes the GPU to render at 3840 x 2160 – clearly the monitor can’t show that and you don’t ‘see’ all of these pixels in their amazing clarity, however things do value more highly and significantly for this check run slower. the sport ordinarily ran between 50fps and 80fps victimisation these settings. This, again, move the very fact that low comparatively frame rates square measure comparatively low frame rates – and that’s not one thing that G-SYNC will modification. it absolutely was positively a bonus not having tearing, inarticulate  or alternative connected imperfections thanks to what would historically be a mate between frame rate and refresh rate, however you were still left wanting a better frame rate.

 

Finally we tend to took a glance at spot Raider, a title on that we tend to wish to flip the settings up to ‘Ultimate’. The frame rate ordinarily fluctuated within the region of around 80-120 independent agency, that at a static 144Hz would cause inarticulate  or tearing. G-SYNC worked terribly nicely here, doing specifically what it absolutely was alleged to. And so the frame rate was high enough for the sport to possess an honest degree of thinness. we tend to positively found that the variable refresh technology assisted  the expertise during this title and in fact that very same feeling would be several alternative titles that we tend to haven’t specifically tested.

 

 

ULMB

Another Nvidia-specific technology that is an element of the G-SYNC module (but can’t be activated at a similar time as G-SYNC) is ULMB or extremist Low Motion Blur. like the previous section we tend to don’t wish to pay an excessive amount of time continuation things we’ve same elsewhere. On a basic level ULMB causes the backlight to ‘strobe’ instead of stay on perpetually (‘sample and hold’), so the backlight really spends longer off than on. As we tend to explored antecedently, eye movement may be a key explanation for motion blur on a typical digital display. once ULMB is enabled and therefore the backlight strobes on and off, the attention movement and therefore motion blur is drastically reduced. ULMB needs G-SYNC to be disabled and for the monitor to be set to 85Hz, 100Hz or 120Hz. more technical data may be found within the ‘Measuring motion blur – stroboscope vs. sample and hold’ section of our responsiveness article.

 

One issue we tend to chanced on once activating ULMB on the g2460Pg was some fairly faint however doubtless distracting interlinking lines that affected quite slowly down the screen once sure shades square measure displayed. These lines appeared a rather lighter shade than the shade that's alleged to be displayed and looked as if it would crawl down the screen. they're solely visible with ULMB enabled at 120Hz, not at 100Hz or 85Hz. Another purpose to talk about is that the monitor uses a set ‘Overdrive’ setting with ULMB enabled that's quite aggressive. this can be obscurity close to as aggressive because the ‘Strong’ setting with ULMB disabled however will evoke a touch little bit of overshoot (inverse ghosting) in places. this happens most typically wherever medium and lighter shades square measure concerned, as an instance on the last row of the phantasm Motion check (light cyan background) as shown below.

 

 

Overshoot with ULMB

In the photograph it seems quite faint, however in actual use it stands out a small amount a lot of. that's partially as a result of the stroboscope behaviour of the backlight causes multiple repetitions of the thing not simply the one path seen within the photograph or sleek blur you’d historically see. In parcel of land four, for example, you'll be able to see this if you strafe past light-weight metal frames with deeper sky within the background – a kind of dark semi-transparent repetition of the frame may be seen. If you were to strafe past a dark wood post with white clouds within the background, for example, you'll notice that the repetitions of the post seem as a brighter semi-transparent shade. Not everybody can notice this or realize it distracting throughout traditional gameplay, however it’s value noting notwithstanding.

 

If you push those problems aside and appearance at the expertise as a full then things square measure far better. The clarity of motion was exceptional with ULMB enabled, provided the frame rate matched the refresh rate of the monitor. the type of state of affairs that we discover will cause important blurring even on a extremely responsive 144Hz ‘sample and hold’ monitor is once turning apace or spinning around in an exceedingly vehicle. The meet mode of Dirt three options this type of motion to quite a extreme degree. With ULMB enabled the sharpness was wonderful and therefore the obstacles around may be focussed on throughout movement in an exceedingly manner that isn’t typically potential. parcel of land four options lots of fairly fast components further. Even once simply running concerning on foot and turning quickly, the additional clarity was a pleasant bonus. wherever ULMB very came into its own is wherever the pace of action was magnified considerably, as an instance once acting strafing runs in plane. the power to target enemy vehicles and troopers while manoeuvring at in craft at high speed nearly felt like cheating.

 

We in person can’t tolerate having VSync disabled whether or not victimisation ULMB or not as we tend to square measure terribly sensitive to ripping and resultant juddering. we tend to feel that the latency penalty of getting VSync enabled is reasonably outweighed by the immensely improved visual clarity of getting a solid frame rate = refresh rate scenario with a stroboscope backlight feature enabled. because the frame rate drops below the frame rate of the monitor you get terribly noticeable inarticulate . as a result of the motion blur is thus low, there's nothing {to very|to actually|to essentially} mask this inarticulate  and it really spoils the total expertise. the possibly excellent news is that it's potential to lower the refresh rate to 100Hz or 85Hz for a target frame rate of 100fps or 85fps, severally. As noted antecedently that will increase aflicker, that some users can realize annoying. It conjointly worsens the motion clarity and in fact doesn’t feel or look quite a similar because the solid 120fps you'll be able to see at 120Hz. Even at 85Hz, though, the motion clarity with ULMB enabled was exceptional in our opinion. so the amount of motion blur is way reduced compared to 144Hz with ULMB disabled.

 

Some users can also wish to play with the ‘Pulse Width’ setting of the monitor. As explored antecedently this dims the image however improves the motion clarity. we tend to in person found the clarity wonderful even at a Pulse dimension of ‘100’ and didn’t adore the drop off in brightness as this was reduced a lot of. everyone is completely different, however. you'll be able to modify the ‘Pulse Width’ between ’10’ and ‘100’ in increments of one single unit, thus there's wonderful flexibility. If you’re inquisitive about knowing what quantity clearer motion really is with ULMB at completely different refresh rates and pulse dimension settings and the way it compares to ULMB being disabled, you'll wish to contemplate one thing referred to as the MPRT (Moving image Response Time). we tend to didn’t have the time or wish to suffer the visual discomfort of getting to check this as completely as we tend to did on the ASUS PG278Q, however the testing that we tend to did advised that performance was terribly similar. The results for the ROG SWIFT (and therefore the type of factor you’d see on the AOC as well) square measure shown within the graph below.

 

 

MPRT values on the PG278Q

On this graph shorter bars (lower MPRTs) represent improved motion clarity. you'll be able to see that a lower refresh rate ends up in worse motion clarity. With ULMB enabled raising the heart beat dimension (PW) conjointly worsens motion clarity. Even at 85Hz with a Pulse dimension of ‘100’ the MPRT is considerably lower and therefore motion clarity considerably higher than at 144Hz with ULMB disabled, however. you'll be able to see that the decrease in MPRT from ‘60Hz’ to ‘144Hz’ with ULMB disabled is additionally vastly important. more analysis on this may be found towards the top of that responsiveness article we tend to stick with it talking concerning. We’ll even be change that with many readings from the AOC shortly once the review is printed.

 

We conjointly tested ULMB in our film titles however didn’t feel that it worked well in the slightest degree there. It additional a small amount of aflicker however didn’t very facilitate overcome the hurdle of thinness that's the low frame rate at that the films square measure shot. And to complete off, we’d similar to to mention many final things concerning the selection between ‘G-SYNC’ and ‘ULMB’ – as a result of you can’t have each at a similar time. G-SYNC works superbly in variable refresh rate environments, obtaining obviate tearing and inarticulate  that results from a divergence between refresh rate and frame rate. In such environments ULMB doesn't work well, as a result of the inarticulate  and anything of that nature stands proud sort of a sore thumb. If you'll be able to systematically match the frame rate to your static refresh rate (120Hz, 100Hz or 85Hz) then ULMB is certainly value considering for the exceptional motion clarity it will offer. not a soul likes the slight aflicker it introduces and so some users realize the clarity of 144Hz with ULMB disabled over adequate for his or her wants anyway.

 

 

Nvidia 3D Vision a pair of

This monitor supports Nvidia’s 3D Vision (1 and 2) system, however needs the user to shop for each the glasses and electrode if they want to create use of the feature. If you’d wish to recognize a lot of concerning the technology and conjointly our general impressions of the technology please ask the ‘Nvidia 3D Vision 2’ sections of the ASUS PG278Q review, simply higher than the conclusion. Some key points in reality in mind:

 

3D viewing may be fatiguing on the sensory system – it ‘feels’ completely different to traditional 2nd viewing and there's a gentle aflicker. Some individuals adapt to the present higher than others, however we’d advocate frequent breaks if viewing in 3D.

 

G-SYNC can’t be activated in 3D. Even a small call in frame rate induces important inarticulate , ideally 120fps are going to be maintained (60fps per eye).

 

Assuming best frame rate, we tend to didn’t notice any specific noise or ‘ghosting’ problems and motion appeared terribly sleek.

 

The glasses square measure fairly chunky and can’t be well worn with vice headsets admire the ASUS Echelon.

 

The glasses impart Associate in Nursing incorrigible inexperienced tint and dim the image – viewing in an exceedingly well lit space is feasible however management of lighting is suggested. This conjointly reduces peripheral aflicker and glare on the within of the lenses, that square measure rather wide and have a tendency to mirror objects behind the user in an exceedingly light-weight space. we tend to used our check settings however upped distinction to ‘50’ and ‘Lightboost’ (brightness management in 3D) to ‘MAX’.

We are happy to mention that no ‘interlace-pattern artifacts’ we tend tore visible as we saw on the SWIFT. {for example|for instance|as Associate in Nursing example|as an instance|to Illustrate|parenthetically|let's say|maybe} there weren’t any shadows incidental sure objects within the game with an latticelike texture. there have been some minor convergence problems here and there however they were a lot of to try to to with the 3D implementation on the game/GPU aspect than the monitor. many things we tend to did notice square measure that in some instances it absolutely was potential to visualize the pel structure of the monitor. it absolutely was fairly faint however most noticeable on sure lighter textures, admire areas of sky. this can be a limitation of the pel density and once more not specific to the monitor – it absolutely was quite faint and un-distracting very. we tend to conjointly noticed  a similar issue with the moving horizontal lines that we tend to determined once victimisation ULMB at 120Hz, however this was extraordinarily faint and barely noticeable once enjoying the sport ordinarily.

 

We found the 3D expertise on ESO (Elder Scrolls Online) significantly spectacular with the 3D Vision a pair of system. The depth effects were outstanding, transfer lots of components out of the screen instead of simply into it as you see with several alternative titles. This very created for a pleasant expertise and conjointly breathed new life into sure components of the sport. Spell effects, significantly those with finer particles, looked as if it would ‘float’ out of the screen in an exceedingly very spectacular manner. we tend to even have to comment, as we tend to did on the ROG SWIFT review, on however lovely the ‘High Hrothgar Wraith’ self-importance pet (shown below) looked fully 3D.

 

High Hrothgar shadow on ESO

 

Even though it wasn’t being rendered with a similar pel density as on the SWIFT, as this can be a 24” 1920 x 1080 model compared to a 27” 2560 x 1440 model, the clear textures very worked superbly well in 3D. {some alternative|another} spectacular effects enclosed stretches of water on the sport and other textures with clear or reflective qualities.

 

We conjointly tested 3D Vision a pair of on spot Raider. The expertise on this title was a touch completely different victimisation the default stereoscopic settings as everything goes into the screen – with the exception of some tiny moving objects (debris, particles etc.) that looked as if it would hit you within the face every now and then. notwithstanding the 3D effects on this title were spectacular and it looked as if it would be a really ‘polished’ expertise that season itself well to stereoscopic 3D viewing. we tend to didn’t notice any problems with noise or something significantly worrying very. With the exception of the occasional and extremely faint (undistracting) convergence issue everything looked concerning as natural as active 3D will look. there have been some problems with a number of the menu systems as sure components were troublesome to target thanks to their plane. once a mouse pointer came onto the screen, in camp menus as an instance, the pointer itself appeared way nearer to you than the factor you’re clicking. it absolutely was troublesome to choose ‘stand out effects’ on this title, however there have been many components that worked significantly well in 3D. once it rained otherwise you came into contact with water (walking through a falls, for example) the water looked as if it would trickle down the screen surface. This helped set the angle, as if you’re exploring through a window into Lara’s world that is what the developers meant. Embers from close fires were conjointly terribly spectacular, showing to float in many alternative planes.

 

The 3D Vision a pair of system conjointly supports 3D Blu-rays, permitting you to look at such titles fully 3D if your moving-picture show software package supports it. sadly we tend to didn’t have any 3D Blu-rays at hand at the time of review. At least, none that our Blu-ray drive would really scan.

 

 

Conclusion

When it involves 144Hz monitors it’s typically the case that responsiveness is extremely smart however image quality verges on poor. individuals typically dismiss this as a limitation of American state panel technology. while that's a tributary issue, way more of the poor performance is right down to however the panels themselves square measure discovered. The AOC g2460Pg uses a similar AUO 24” 144Hz panel we’ve seen on several models before, however place it to far better use. while the image was a small amount flashy out of the box, this was mostly right down to the default brightness being extraordinarily high – not uncommon on trendy monitors. Once the brightness was lowered  and a few slight tweaks we tend tore created to color channels we were conferred with an honest palette of wealthy colors. though it wasn’t needed to please the measuring device, the monitor will embody different gamma modes that some users can want to create use of. the color gamut of the monitor was conjointly a pleasing surprise because it offered the foremost complete sRGB coverage we’ve seen on a 24” 144Hz model.

 

Although distinction was nothing to scream from the rooftops concerning, it absolutely was pretty much as good as you’d hope for from a American state panel. and maybe equally significantly, there weren’t any funky gamma enhancements in situ that will produce a man-made and flooded look in dark areas, fully breaking the atmosphere. the general look to the image was so quite appealing, though we'd in person have most popular to visualize the employment of a lighter matte screen surface. this can be one thing that's progressively seen on models with VA, AHVA, IPS and PLS panels and is long delinquent for American state panels further.

 

As for responsiveness, it absolutely was – in an exceedingly word – wonderful. the inspiration was set for a really solid responsiveness performance with extremely adjustable and well-implemented pel overdrive. This provided quick pel responses that allowed best 144Hz performance while not introducing the unpleasant inverse ghosting that basically puts some users off alternative monitors. Another key thought is input lag – that was nice and low on this model and completely nothing to fret concerning. The icing on the cake, though, was the G-SYNC capability of the monitor. This worked specifically as publicised, creating those dips in frame rate a lot of less painful by eliminating the inarticulate  and tearing that comes as a part of the territory at fastened refresh rates.

 

We conjointly likeable the addition of ULMB, that did its factor further – massively reducing motion blur. we tend to wouldn’t say the implementation was excellent and it isn’t one thing that everybody would wish to use thanks to the aflicker, reduced brightness and lack of G-SYNC once it's active. The pel overdrive was boosted a small amount an excessive amount of and isn't adjustable with ULMB enabled, providing unavoidable inverse ghosting in places. It seems from our testing of alternative ULMB monitors that this can be fairly inevitable and one thing that Nvidia themselves tweaks instead of the monitor makers. One issue we tend to chanced on that isn’t continually seen was an odd mobile interlinking line behaviour at 120Hz with ULMB enabled. This wasn’t gift at 100Hz or 85Hz with ULMB enabled and wasn't there within the traditional operational mode of the monitor. we tend to really found the technology terribly effective at 100Hz and located the 100fps target for best performance there quite achievable on our system with tight settings, though.

 

So here we've got a monitor that's a notch higher than several alternative 144Hz models once it involves image quality however conjointly will a extremely fine job once it involves responsiveness. thus it’s all smart ‘under the hood’. however what concerning externally? The monitor quite with pride identifies itself as a G-SYNC capable model with a painted-on light-weight inexperienced stripe on the lowest edge, a removable light-weight inexperienced cable tidy and G-SYNC and Nvidia logos at numerous places. Not everybody can like these distinctive touches, however we tend to found them quite inoffensive and type of warm to them. the general build quality of the monitor was quite just like others in its category – quite tight with a totally engineering science stand, in alternative words. If you'll be able to abdomen the worth, that we tend to feel is sort of cheap for what’s on provide here, then this makes one fine 24” vice monitor.