NVIDIA's G-Sync Is VSync Designed For LCDs (not CRTs) 139
Phopojijo writes "A monitor redraws itself top to bottom because of how the electron guns in CRT monitors used to operate. VSync was created to align the completed frames, computed by a videocard, to the start of each monitor draw; without it, midway through a monitor's draw process, a break (horizontal tear) would be visible on screen between the two time-slices of animation. Pixels on LCD monitors do not need to wait for above lines of pixels to be drawn, but they do. G-Sync is a technology from NVIDIA to make monitor refresh rates variable. The monitor will time its draws to whenever the GPU is finished rendering. A scene which requires 40ms to draw will have a smooth 'framerate' of 25FPS instead of trying to fit in some fraction of 60 FPS."
NVIDIA also announced support for three 4k displays at the same time. That resolution would be 11520×2160.
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>Pixels on LCD monitors do not need to wait for above lines of pixels to be drawn, but they do.
but they do!
In English (Score:2, Interesting)
Okay, can someone who isn't wrapped up in market-speak tell us what the practical benefit is here? The fact is that graphic cards are still designed around the concept of a frame; the rendering pipeline is based on that. 'vsync' doesn't have any meaning anymore; LCD monitors just ignore it and bitblt the next frame directly to the display without any delay. So this "G-sync" sounds to me like just a way to throttle the pipeline of the graphics card so it delivers a consistent FPS... which is something we can
Re:In English (Score:5, Informative)
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That's not quite the angle they're going for, but there are such solutions, involving a special "no refresh" signal (I assume) and an LCD controller with a framebuffer that is used to refresh the panel if there is no change, allowing the GPU to be idled.
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Yup, it's called Panel Self Refresh (PSR)
http://www.anandtech.com/show/7208/understanding-panel-self-refresh [anandtech.com]
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So, it's 1970's era Double Buffering?
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I don't know if it will be able to do that, but if it can then there might be power savings too.
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Yeah, I was going to say that I've got all sorts of games that have tearing on side-to-side scrolling scenes. Whether it's a problem with my panel, the videocard, or the game, I'd like it to stop (and usually enabling vsync in the game stops it).
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"Vsync still tend to add noticeable input lag even in games today. And some games still have issues with tearing even on lcd screens. So I'm guessing this is what they are trying to fix."
I still have tearing on 2 of my machines (Vista and 7)
Switching to an Aero theme fixes it, even though I hate those.
Get your causes and definitions straight (Score:2)
Input lag is how long a game takes to react on your manipulation of controls, not how long it takes to display it on the panel or CRT you're looking at. Maybe you mean output lag? Since screens get updated 50 or 60 times a second with TFTs and CRTs often get higher refresh rates, you're looking at 20ms or less for a screen refresh, when it comes to pure VSync delay. "Whoa dude, 20ms, my ping time is less than that!" I hear you say. Apart from the fact that most of the planet has ping times that are way high
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I don't have LCD lag, either. At least, not anything appreciable. That's because my PC monitor is running at native resolution, and my TV is a SHARP Aquos and it has a spiffy scaler which can scale in a single frame cycle, and at high quality.
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If you don't see the difference, then your game is too slow or doesn't render enough frames (>= 100) per second.
Not always. Some LCD's refresh realtime (2ms lag) (Score:2)
High speed video of an LCD refresh occuring in real-time:
http://www.youtube.com/watch?v=hD5gjAs1A2s [youtube.com]
Also, input lag is the whole chain, INCLUDING how long it takes to display.
See AnandTech's article:
http://www.anandtech.com/show/2803/7 [anandtech.com]
CRT's are only zero input lag at the top edge of the screen.
CRT's even have input lag for the bottom edge of the screen, because they have a finite frame transmission time (scanning from top to bottom).
Some gaming LCD's (certain BENQ and ASUS gaming LCD's) are the same way; the
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No more screen tearing: http://en.wikipedia.org/wiki/Screen_tearing
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Images where there's a low difference of changes can operate at a much higher framerate.
I think this opens up interesting possibilities.
Of course I think the physical response time of the display will be a bottleneck, capping the rate at a maximum below what the GPU can pump out.
Also it can save power. If the GPU is creating frames lower than 60hz then that's less power it needs to spend to do it.
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Well, the video card of course will save power by not rendering a frame until the LCD is ready to take it.
I'm not keen on the low level details of HDMI, but I do know that HDMI and friends send the entire image per frame over the wire. The "RAMDAC" of HDMI is sending a full frame's worth of data over that wire regardless of any changes. It would save a bit of power to not send that if there are no changes.
Even if your videocard did nothing on a given frame, it's framebuffer still got shoved over the HDMI
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Indeed. I have a 144hz screen, and I noticed as soon as I went from 60hz to 144hz that even when the frame rate was below 60fps, it was still smoother than before. It was obvious that it would be smoother when getting over 60fps, but this surprised me. Thinking about it I came to the same conclusion.
I have also been wondering what would the picture be like if using a high refresh rate when the graphics card cannot render enough frames for one every refresh, what if it only rendered half the pixels every upd
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I would expect it to look terrible on the desktop, but was thinking for gaming it might not look so bad, assuming the graphics card was throwing out over 100 half frames a second.
Re: In English (Score:1)
VSyncs problem is that it is dictated by your monitor and is a fixed rate where graphics card frame rates are variable. This causes either studder or tearing depending on if you want to wait for VSync before drawing.
This solution instead is controlled by the video card so it will never tear and the monitor will update when told to rather than at a specific time. No more tearing and no more performance loss to deal with it... also no need to triple buffer which will help reduce input lag (among other things)
Re:In English (Score:5, Informative)
No marketspeak here, but if you're not familiar with the technical details you might be a bit lost. First of all, in order to understand the solution, you need to identify the problem.
The problem is that, currently, refresh rates are STATIC. For example, if I set mine to 60Hz, the screen redraws at 60fps. If I keep vsync disabled to allow my gfx card to push out frames as fast as it can, my screen still only draws 60fps, and screen "tearing" can result as the screen redraws in the middle of the gfx card pushing out a new frame (so I see half-and-half of two frames).
As described, let's say my gfx card is pushing out 25fps. Currently the optimal strategy is to keep vsync off, even though this can result in screen "tearing", because with low fps bigger problem emerges even though screen "tearing" is fixed, with vsync on.
Every time my gfx card pushes out a frame, since vsync is on, it waits to ensure it will not be drawing to the screen buffer while the screen is updating. Since it waits, the screen only draws complete frames. So at 60fps the screen updates in 1/60 second intervals, and the gfx card render at 1/25 second intervals. So, at the beginning of a frame render, the gfx card renders... and the screen redraws twice, and then the gfx card has to wait for the third opportunity to draw before syncing up again. Since it is waiting instead of rendering, I am now rendering at 20fps (since I lose 2/3 refresh opportunities) instead of the optimal 25fps. If I disable vsync, I get tearing, but now 25fps.
This "G-sync" claims to solve that issue by making refresh rates DYNAMIC. So if my gfx card renderas at 25fps, the screen will refresh at that rate. It will be synchronized. No tearing or gfx card waiting to draw.
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I think worse than 20 FPS even, some frames will last longer than others, causing jerky motion. it won't be a smooth 20 FPS, it will be 20ish, but some frames lasting extra draws vs others.
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This scheme would only work for LCD with full digital interface and not the ones that digitizes VGA signals as it would mess up PLL timings..
Indeed, from the material I've read it's DisplayPort only (DP is a high speed packet interface). As you say, HDMI/DVI work more or less like digitized VGA.
Also, addressing another issue you mentioned, the photos of the monitor-side controller show that it has several DRAMs. This memory is almost certainly used to store the last frame so the monitor can refresh itself if/when the host refresh interval drops too low to keep a stable image on the panel.
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G-Sync enforces a 30Hz minimum refresh rate (the monitor will never wait longer than 33ms to refresh, or in the 144Hz demo monitors, it will never wait less than 7ms), so your example wouldn't work, but apart from that, yeah :)
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No, the optimal strategy is to keep vsync on and throttle your redraws exactly to it. To make it work you must set up an event loop and a phase-lock timer (because just calling glFinish to wait for vsync will keep you in a pointless busywait all the time). Unfortunately, game programmers these days are often too lazy to do this and simply ignore vsync altogether. While this may result in smoother animation, i
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>This "G-sync" claims to solve that issue by making refresh rates DYNAMIC. So if my gfx card renderas at 25fps, the screen will refresh at that rate. It will be synchronized. No tearing or gfx card waiting to draw.
Well, we already have Adaptive VSYNC (if you have bothered updating your drivers in the last year), which does in fact make your GPU refresh rates somewhat dynamic to avoid the annoying 60 -> 30fps hops.
G-SYNC looks even better, though. My only worry is that it will be horrendously overprice
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Slashdot: where anything you don't understand must be bullshit.
Basically, you know how you think monitors work? They actually don't. But with g-sync, they do.
Re:In English (Score:5, Informative)
LCD monitors absolutely do not ignore VSync. Now let's not forget that the primary function of a VSync signal is to tell the monitor (CRT or LCD) where the start of the picture begins. There's also HSync to break the picture into scanlines. VSync always takes a certain amount of time which the monitor will "take a breath" (CRT will also move the gun back to top). At this time, it is the perfect moment for the GPU to quickly swap its framebuffers in the video memory. The "scratch" draw buffer will be moved as the final output image and then the GPU can begin drawing the next one in the background. At the same time the completed image is sent to the monitor in the normal picture signal when the monitor gets back to work to draw a frame. If the buffers are swapped in the process of the monitor drawing the frame, the halves of two frames will get shown together which leads to the video artifact called "tearing".
If we are a good citizen and swap buffers only during the VSync period we can get a nice tear-free (typically 60fps) image. However if instead it takes more than the time of one picture (which about 16ms) to draw the next one, we have to wait a long time for the next VSync and that means that we also slide all the way down to a 30fps frame rate. Now if the game runs fast at some moments but slower at some others, the bouncing back between 60fps and 30fps (or even 15fps) makes this annoying jerky effect. NVIDIA's G-Sync tries to solve this problem by making the frame time dynamic.
Re:In English (Score:5, Interesting)
Simply "shorting out" that power results in tremendous waste. They used to do it that way early on, they quickly went to dumping that current into a capacitor so they could dump it right back into the coil on the next cycle. That takes time.
An electron beam has little mass and can easily be put anywhere at all very quickly on the face of a CRT. It's just that the magnetic deflection used in TVs is optimized for sweeping at one rate one way. On CRT oscilloscopes they used electrostatic deflection and you could, in theory, have the electron beam sweep as fast "up" as "left to right".
So why didn't they use electrostatic deflection in TVs? The forces generated by an electrostatic deflection system are much smaller than a magnetic system, you'd need a CRT a few feet deep to get the same size picture.
Ta dah! The wonders of autism!
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So this "G-sync" sounds to me like just a way to throttle the pipeline of the graphics card so it delivers a consistent FPS...
Actually, it's the inverse, with G-sync, the monitor retrace tracks the instantaneous FPS delivered by the game... That way there is no stutter (or tearing) as a result of quantizing the display scans to a pre-determined arbitrary frame rate.
Re:In English (Score:4, Informative)
Remember, V-sync forces the GPU to wait for the full frame's duration, regardless of how long it's taken to render the frame. If the GPU renders the frame in 3ms but V-sync is at 10ms per frame, the GPU waits around for 7ms. Flip side, if the GPU takes 11ms, it's "missed" a frame (lag) and still has to wait 9ms until it can start drawing the next frame. G-sync is supposed to make it so as soon as the GPU's done rendering a frame, it pushes it to the monitor, and as soon as the monitor can refresh the display to show that new image, it will.
In theory, this could effectively give the visual quality of V-sync (no screen tearing) with a speed similar to straight rendering without V-sync.
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You sync the panel's refresh rate to the application's.
Say a frame gets delayed (40 fps instead of 60fps, for instance), traditionally, the monitor is blissfully ignorant of that fact and just refreshes whatever it is given when the time comes.
Nvidia's solution is to have the GPU signal the LCD's controller, telling it when to refresh. This allows the monitor to refresh when the frame is done rendering, instead of at a fixed point in time.
It's essentially a method for allowing the panel to be refreshed on c
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This technology will do 3 things:
1) Reduce input lag to the lowest possible delay due to each frame being displayed immediately on the screen. With standard fixed refresh rate displays, there is almost always a delay between a frame being generated and being displayed on the screen and the delay is not constant.
2) Remove the need for vsync to eliminate screen tearing. Since the monitor's refresh cycles are controlled by the GPU, it can be guaranteed to avoid tearing without requiring the GPU to render fra
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Oh, slashdot. Yet another ignorant "girlintraining" post modded up to 4+ interesting/informative/etc. for no discernible reason.
LCDs do not ignore vsync. They have never ignored vsync. How on earth did you get the idea that they ignored vsync? Same comment re: "bitblt the next frame directly to the display without any delay". The "next frame" isn't even in the display, you buffoon. It's either not computed yet, or sitting in buffers on the video card. The display can't magically pull those bits out o
Re:In English (Score:5, Funny)
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'vsync' doesn't have any meaning anymore; LCD monitors just ignore it and bitblt the next frame directly to the display without any delay.
Ah, but vsync does still have meaning because LCD monitors essentially emulate it. The video feed is still sent to the monitor as if it were a CRT - sequentially top to bottom left to right at a set frequency. If a game finishes drawing a frame while the video stream is still halfway down the screen then you get a tear because the display frequency is fixed.
What this technology seems to do is allow the graphics card to send a complete frame to the monitor then tell the monitor to display it straight away. W
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just turn off v-sync in the card settings. Doesn't screw things up if you have an LCD. Hell I notice no difference as my display only handles 59 FPS (max refresh rate) anyhow.
Finally (Score:5, Interesting)
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A huge part of good remote desktop protocols is just that! Keeps the bandwidth down. If your graphics card could know "for free" that all changes were in a given rectangle, and I bet it often could, that doesn't even sound hard to do.
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This was my thought. But typically, where it would make a difference, the whole screen is probably changing anyway. I can still see some advantage to that though.
I guess ultimately, the GPU(s) should be in the monitor and the PCIe bus would be the connection. It appears there's no defined cable length so it would probably require a standards update.
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Sweet. The name rings a bell but I don't think I paid attention.
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AIUI first generation thunderbolt is basically equivilent to PCIe 2.0 x4 while second generation thunderbolt is basically equvilent to PCIe 3.0 x4. Afaict that is tolerable but suboptimal for running an external GPU.
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They exist - they're called "smart" LCD displays and are typically used by embedded devices. These maintain their own framebuffer, and the LCD controller sends partial updates as it needs to then shuts down. It saves some power and offloads a lot of the logic to the scre
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there is a standard - MIPI
all MIPI displays accept partial updates, and use local framebuffer
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Wouldn't that depend on whether it's faster to just send the entire framebuffer over the wire, or do a pixel-by-pixel compare between the current framebuffer with the previous one to figure out which parts have changed?
This sort of streaming compression makes sense when bandwidth is limited, like back when people used dialup to acce
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Carmack on VR Latency (Score:2)
For FPS's when you rotate all around, or for action movies where the camera moves quickly, all of the screen is updated.
Then make "scroll rectangle" one of the primitives in the screen difference protocol. If the camera turns, scroll the data in the frame buffer at the same speed that the camera turns. Sure, there'll be artifacts near the HUD, but overall, that should provide the illusion of less latency [slashdot.org]. MPEG-4 ASP (e.g. DivX, Xvid) uses this technique under the name "global motion compensation", but ultimately, the concept dates back to motion vectors way back in the H.261 era.
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So why are you considering doing this again?
The fact is that the bandwidth between video card and monitor must be enough to handle the worst case scenario or else its not fit for purpose, and the hardware cost difference between fully utilizing this link and greatly under utilizing this link is very very small. There are power savings if you can under-utilize the link without sacrifice, but...
Meanwhile there are large up-front costs associated with performing real-t
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Would there? The GPU actually requires more memory bandwidth, since it needs to retrieve the previous frame for a pixel-for-pixel comparison. And both the encoding and decoding require circuitry, which needs power - probably more power than just sending the raw frame over a 1-meter link in the first place. That's worth remembering: we aren't talking about a trans-A
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And instead you would burden the main CPU and RAM, preventing them from ever entering power saving mode and adding lag to every screen update. And it wouldn't even work, because the doesn't know what parts of the screen have changed. The relationship between various buffers and the
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It all boils down to these options:
1. Keep the current system where the display device continuously burdens video RAM or system RAM wi
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This will require Nvidia gear inside the monitor (Score:2)
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I don't see anything about them selling chips to end users, just stuff about them selling upgrade modules. I guess each module will be specific to one make/model of monitor and will require cooperation of the monitor manufacturer to produce.
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You mean this quote? "Initially supporting Asus’s VG248QE monitor, end-users will be able to mod their monitor to install the board, or alternatively professional modders will be selling pre-modified monitors."
When did PC+TV take off? (Score:2)
I know that lots of PC gamers now use big LCD televisions as their desktop monitors
When did this come to be the case? A few years ago, people were telling me that almost nobody does that [slashdot.org].
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A few years ago
An important detail there. Back then, as I recall, HD TVs (1280×720), or even lower res, were very common. While that's okay for watching movies or TV shows from the couch, that's awful for a large screen sitting within arm's reach. And even now, most TVs are only Full HD (1920x1080), no matter the size, while computer monitors often go higher; 27" monitors at WQHD (2560x1440) are getting quite popular, I heard.
Seems like a good idea (Score:2)
G-sync (i.e. sync originated by the graphics card) seems like a good idea.
It:
allows for the ability of single or multiple graphics cards within a computer to emulate genlock for multiple monitors, so that the refresh rates and refresh times of those monitors interact properly
allows for the synchronization of frame rendering and output, i.e. reducing display lag which is important for gamers and realtime applications.
allows for a graphics card to select the highes
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i.e. sync originated by the graphics card
Sync has always been originated by the graphics card so no special assistance from the monitor would be needed to lock the framerates and timings of multiple monitors together.
The problem is that traditionally monitors don't just use the sync signals to sync the start of a frame/line, they also use them as part of the process of working out what geometry and timings the graphics card is sending. Furthermore some monitors will only "lock" successfully if the timings are roughly what they expect. So you can't
11520 ? (Score:1)
It's over 9000! [youtube.com]
(Oblig.)
Why does 25fps on a computer game seem slow? (Score:1)
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Because skilled directors and camera operators have learned in the last 100 years of movie making history which kind of camera movements work, and painstakingly avoid those which don't work with low framerates.
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Because of this: http://en.wikipedia.org/wiki/Motion_blur [wikipedia.org]
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Not saying it doesn't make any difference, but why doesn't adding motion blur to a 24fps game look as good as a 120fps game?
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because games use shitty motion blur effects
there is a difference between shitty simulation of motion blur, and a real thing recorded with a camera
motion blur (Score:2)
If you freeze a movie frame shot at 24fps you'll see that moving objects are blurry. And in a fast pan it still looks anything but fluid.
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Unfortunately upgrading to 60fps actually causes people t
Re:Why does 25fps on a computer game seem slow? (Score:4, Interesting)
Actually, the problem is even bigger. Somewhere around 200fps, you start flying into "uncanny valley" territory. 200fps is faster than your foveal cones can sense motion, but it's still less than half the framerate at which your peripheral rod can discern motion involving high-contrast content. When it comes to frame-based video, Nyquist makes a HUGE mess thanks to all the higher-order information conveyed by things like motion-blur. That's why so many people think 24fps somehow looks "natural", but 120fps looks "fake". Motion-blurred 24fps video has higher-order artifacts that can be discerned by BOTH the rods AND cones equally. It's "fake", but at least it's "consistent". 120fps video looks flawless and smooth to the cones in your fovea, but still has motion artifacts as far as your peripheral rods are concerned. Your brain notices, and screams, "Fake!"
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I've never met anyone who thought 120fps motion looked fake. I've heard them say it looks un-movie-like but not fake.
Run a 120fps video of a landscape on a picture frame and it looks a lot like a window, it does not look like a movie, but it does look real.
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Sit closer, so the screen completely fills your field of vision and immerses you in the image. Your opinion will probably change.
If you sit back from the screen, you're using foveal cones to watch it. It's the rods along your vision field's periphery that cause the problems.
The "uncanny valley" problem affects mainly immersive videogames where you're either sitting really close to the screen, or have additional screens off to the side that are viewed mainly with peripheral vision.
This is a problem people in
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I already spend most of my video watching time in front of a 103" DLP projection screen at 10' ... and I prefer IMAX high frame rate to low frame rate films because the jitter drives me nuts on lower frame rates.
Requires New Monitors Too (Score:2)
Standard LCD monitors and TVs update the pixels the same way old CRTs do. They start from the top and update line by line until they reach the bottom.
It is actually a little surprising they haven't done something like this for phone and laptop screens yet. The only thing that stopped them from doing it with the first LCDs was compatibility wi
CRTs? (Score:2)
Given how few CRT monitors there are in the wild (let alone on those computers that are running new hardware), I'm not sure why the CRT vs LCD distinction was noteworthy.
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I have friends that play CS with CRT monitors for the higher sync you get on them. :)
I guess those are the individuals that are most interested in this
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Ouch. I don't envy them. Of course, ditch 21" CRTs for 27" LCDs didn't really save me any physical desktop space. Clutter multiplies to fit its container.
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Because without mentioning CRTs its hard to explain why things are the way they are right now.
Also, CRTs do still exist and have their place.
Splash (Score:2)
Almost spilled my coffee there, NVidia and VSync in the same sentence? The nVidia linux driver has tearing artifacts on video almost no matter what you do, it's ridiculous. VLC, Dragon player, Totem, all have obvious tearing. mplayer looks better if you disable compositing and turn off all but one monitor, but still has some tearing if you look closely. I just tried xbmc yesterday, and it may be good.
Anyway, "GSync" seems like a good idea. Seems nice for videos with different refresh rates, like displaying
HIGH SPEED VIDEO of an LCD refreshing -- YouTube (Score:2)
Hello,
Here's a high speed video of an LCD refreshing:
http://www.youtube.com/watch?v=hD5gjAs1A2s [youtube.com]
This includes regular LCD refreshing modes, as well as motion-blur-eliminating LightBoost strobe backlight modes (that allows LCD to have less motion blur than some CRT's).
Mark Rejhon
Chief Blur Buster
Long time coming (Score:2)
I've been expecting this ever since we brought out DVI-D and then HDMI and Display Port. I'm in fact a little shocked its taken this long. Its really a simple concept; when the frame buffer is ready to be drawn, tell the monitor to refresh with that data, then work on the next frame. In fact, that's exactly how people think video output works already in most cases, but its not.
Re:Basic math (Score:4)
11520 = 3 x 3840
If _you_ had read the damn article, you would have noticed that the resolution is for THREE 4K monitors, side to side.
I'm not saying it's a graceful turn of phrase, or particularly clear, but most people would have been able to tell where he got it from...
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A tangent, but frankly, given the choice between 4K monitors that I couldn't afford an a return to widespread availability of a 16:10 option at 1920x1200, I'd take the latter. 16:9 is less ideal to me.
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According to TFA, that's exactly what you'll be seeing.
This technology will be available soon on Kepler-based GeForce graphics cards but will require a monitor with support for G-Sync; not just any display will work. The first launch monitor is a variation on the very popular 144 Hz ASUS VG248QE 1920x1080 display
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And
UPDATE 2: ASUS has announced the G-Sync enabled version of the VG248QE will be priced at $399.
So you're not far off there, either.
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That's probably fair :) Though it's a little pricey but today's standards to begin with.
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NVidia would have to change the whole industry for this
We can't have one of the largest purveyors of video hardware influencing display standards now, can we?
NVidia isn't some startup. They put GPUs into millions of devices; desktops, laptops, tablets, consoles, phones, etc. When they offer a new technique for syncing video the world is going to have a look. That doesn't mean it must be accepted, but it won't be dismissed out-of-hand.
Besides, given an advanced bus like DisplayPort I suspect this might amount to a simple video-chip-to-display negotiation with
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Also, when you can have a gaming PC why would you ever want a glorified netbook with a laptop video card glued to it?
Because if you have more than one gamer in the household, you don't always want to have to buy two to four gaming PCs and two to four copies of each game. One console, one copy of each game, and two to four controllers are cheaper, even with console maker markup on the games. Even though console games are somewhat less likely to support same-screen multiplayer than they used to, I'm under the impression that console games are still more likely to support it than PC games. (And no, same-screen doesn't necess
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That said, split-screen (even multi-monitor "split-screen") is cool and occasionally occurs in PC games.
Variable rate vsync (Score:2)