elvn
Supreme [H]ardness
- Joined
- May 5, 2006
- Messages
- 5,371
So far I'm not impressed with Ligthboost for BF3.
Gaming monitor needs to do two things for me:
-make me see enemies clearly
-see them on time
While there is little or no blur in motion (and the input lag is very low), the brightness is very low for my liking in LB. Standard 120 Hz makes it easier to spot targets and so far I had better luck winning games in this mode.
Again, this is for BF3 in TDM and Gun master modes, perhaps LB is more suited to games with different engines like CS, UT or Quake.
Imo, lightboost / backlight strobing as a tech seems suited to everything (though I don't play BF3). It would be nice if it were supported fully by mfgs though. As it is now, it is a "hack" or workaround sort of, so there are a few wrinkles.
Its not all about gaining scoring advantage. To enjoy a game more there is the aesthetic to consider. That's why people crank up their graphics settings and AA, etc even if in many cases their systems can't always maintain super high fps with those settings, and why people drop a lot of money on expensive gpu setups to being with. They want their game world to look gorgeous. If it were only about scoring, a lot of things like that wouldn't matter and people would run low settings and/or low resolutions, etc. This also applies to adventure games (single player, tomb raider - bioshock types, rpg's like skyrim, witcher2, etc, modern high-detail mmos and co-op games, whatever). It looks like crap when the whole world of your viewport suffers a full soften blur effect every time you move your FoV at 120hz - blurring out all texture detail, shaders incl depth via bump-mapping, etc, and any writing/text/nameplates/in world readouts (not hud since its static vs FoV obviously). In addition to making the whole scene/viewport a mess, I hate having my eyes robbed of their locked on focus. My eyes always try to focus away blur, and quickly.
In any 120hz mode you still get the greatly increased motion tracking benefit, with many more recent action slices shown... more times your "viewport shutters" open per second into what's happening in the game world. Without strobing you have to suffer 50% blur or worse compared 60hz baseline.
Regarding your comments on brightness - are you sure you can't increase the brightness any more? Using my samsung in sequential frame mode, I got a great improvement after I adjust the brightness a lot higher. Is the brightness the main factor you complained about spotting targets vs non lightboost 120hz?
As for 120hz, the consensus is that it still blurs.. just not as much. I'm finding the most modern, extremely high resolution texture mapped games , + bumpmapping depth and shaders, make my (60hz ips) lcd screen blur even more obvious and eye wrenching than before since the blur on fast FoV movement washes out that extremely high detail+3d depth my eyes "have a lock on" every time. It strains my eyes and is much more obnoxious to me than more than simpler textured/older games.
Most people seem to agree with this representation of 60hz/120hz *LCD/ CRT blur in games.
So it appears to me that 120hz vs the limitation of LCD pixel response times and retinal retention blur would still not be enough to retain the focus on texture detail (much like fine text scrawled on a surface which gets smudged out) and bump map depth.
Its like you have goggles filled with some liquid-gel and every time you turn quickly, your eyes see all fine detail lost in a blurring. 120hz might replace your goggles with a fluid which has double the viscosity, blurring near half as much.. but its still a lousy prescription compared to clear sight imo.
<snip>.
Last edited: