LG 48GQ900 OLED monitor - text clarity?

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Can anyone weigh in on their experience here?

I'm seeing mixed reports of bad fringing and others stating clarity is good for text applications.
 
Can anyone weigh in on their experience here?

I'm seeing mixed reports of bad fringing and others stating clarity is good for text applications.
It uses the same panel as every other 48" OLED (CX, C1, C2, FO48U, Asus's one, etc.). So whatever is true for those, is also true for the 48GQ900
 
I had it and it was fine.. maybe a tad better then the AORUS FV43U I have. I said had because I swapped it for 48" LG C2. I wanted the TV part. As for GLOSSY vs MATTE yeah on these two its not night and day. Look beautiful. This next part is when the hate comes :) well I really like the soap opera effect haha. If you buy it just make sure you can return it. You will be happy if you get it
 
I'm seeing mixed reports of bad fringing and others stating clarity is good for text applications.

Most people are sitting way too close. Both their pixel structure becomes too large to their perspective and their viewing angle becomes compromised.

- - - - - - - - - - - - - - - - - - - - - - - - - - -

There are two ways imo to get clear text.

- The optimal way is to sit far enough away to get 60PPD, or better yet higher (especially with WRGB subpixel structure on OLEDs). Sitting at near distances with the screen on your desk will result in a 1500p like pixel density to your eyes which will make text and graphics look fringed even with text-ss and game AA applied aggressively. It will also push the sides of the screen outside of your 50 deg to 60deg human viewpoint and exacerbate off-axis and color uniformity issues on the sides of the screen.

- If you have to sit that close, where you are ~ 1500p like pixel density, you can sacrifice desktop real estate down from 4k 1:1 pixel by using windows scaling to scale everything up some. That will mean more pixels per character of text so will help but you will lose space from 1:1 px 4k.

- desktop scaling doesn't do anything vs. aliasing of game graphics though. Once you drop below 60PPD, even aggressive AA won't be able to compensate enough vs pixelization. Still usable but not the full picture quality it would get otherwise. (more like a 1500p screen's density at near desk distances rather than the fine pixels you'd expect from using a 4k screen).

- also worth noting that 2D desktop graphics and imagery typically remains completely uncompensated for vs pixelization (no AA, no sub-sampling other than edges of fonts)



tJWvzHy.png




. .

This thread has a lot of good setup info for LG OLEDs:

https://www.reddit.com/r/OLED_Gaming/comments/mbpiwy/lg_oled_gamingpc_monitor_recommended_settings/


========================================================


cleartype does a "fairly good job" on text in general, especially on low rez displays but it's not perfect. It's masking how blocky the effective PPD is using a type of anti-aliasing, smudging the edges. From the quote below: "but can make the edges look more blurry" (even on RGB displays). Regarding any displays with BGR instead of RGB, "BGR can behave strangely even though windows has built-in support for it"

The RTings link about text rendering has some good info on it:

https://www.rtings.com/monitor/tests/picture-quality/text-clarity

Generally speaking, ClearType does a fairly good job at sharpening text, particularly on lower resolution displays, but it can also make the edges of a letter look more blurry, somewhat like an anti-aliasing effect, a process that softens jagged edges in games. ClearType can make text look blocky and jagged on some VA panels, and
displays with a BGR sub-pixel layout can also behave strangely, even though Windows has built-in support for this type of display.

. . . .
(emphasis mine in the quote below) "issues become less apparent the higher the monitor's pixel density is". The higher the effective PPD, pixels per degree, the perceived pixel density at any given distance. Cleartype and graphics Anti-aliasing are hacks to mask how blocky/pixelated the screen really is at your PPD/ppi vs. view distance. And typically, the 2D desktop's graphics and imagery's pixelization remains uncompensated for entirely.
The majority of monitors on the market have an RGB sub-pixel layout, but some use a BGR layout, like the Philips Momentum 436M6VBPAB, where the red and blue sub-pixels are reversed. This type of layout isn't bad in and of itself, as it isn't noticeable when displaying an image, but it can affect text rendering, especially in programs that expect an RGB sub-pixel layout like Google Chrome. Text can sometimes look thin and jagged, and some diagonal lines are nearly invisible. However, this issue is less apparent the higher the monitor's pixel density is. Below, you can see pictures of text on a BGR panel, the Gigabyte M27Q, with ClearType configured for a BGR sub-pixel layout, ClearType configured for an RGB sub-pixel layout, without ClearType, and in Google Sheets. The latter is included because Google Chrome uses its own implementation of text sharpening.
 
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Can anyone weigh in on their experience here?

I'm seeing mixed reports of bad fringing and others stating clarity is good for text applications.
A shorter answer is that it depends on how far you sit. At about 41” seating distance back from the screen and further it should look good. If you plan to sit closer, get the 42” oled (if you are worried about text clarity) - imho.
 
A shorter answer is that it depends on how far you sit. At about 41” seating distance back from the screen and further it should look good. If you plan to sit closer, get the 42” oled (if you are worried about text clarity) - imho.

Yes but you don't get to 60 PPD+ even on a 42" 4k until 29" view distance and that is screen surface to eyeballs not desk depth. WRGB prob benefits from a minimum a bit higher than 60PPD even.

You also don't get the optimal 50 to 60 degree human viewing angle on a 42" screen until 32" to 39" view distance screen surface to eyeballs, 64 to 77 PPD respectively.

That rules out most desks without decoupling the screen from the desk even with a 42" 4k screen unless you are ok with larger pixel structure and worse viewing angles. You won't get the full picture quality it's capable of until you sit at those kind of pixels per degree and viewing angle vs panel sections of the screen being off-axis, having larger areas of color uniformity issues, and being outside of your human viewing angle.

Sitting with it nearer on a desk and there will be text fringing more like 1500p unless you scale the text up some. Can't do that for game graphics past what aggressive AA can do (also best at 60PPD+) and 2D desktop graphics and imagery (that has no sub-sampling and graphics AA) though.


786670_tJWvzHy.png
 
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most people complaining are sitting too close and/or dont understand how they work.
 
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most people complaining are sitting too close and/or dont understand how they work.

If you sit far-enough, you don't see the details of the lousy text rendering, but you don't see the overall text and other small things well either. If text is a big part of your use, stay away from OLEDs with non-RGB pixels.
 
If text is a big part of your use, stay away from OLEDs with non-RGB pixels.

buying a gaming monitor and then complaining about the text not being perfect is stupid. if you need perfect text buy an office oriented monitor.
 
buying a gaming monitor and then complaining about the text not being perfect is stupid. if you need perfect text buy an office oriented monitor.
I don't think it's entirely fair to say it's stupid to expect something classed as a "monitor" to be able to display the visual data coming into it as you would expect. Besides there's plenty of text in games.
 
I don't think it's entirely fair to say it's stupid to expect something classed as a "monitor" to be able to display the visual data coming into it as you would expect. Besides there's plenty of text in games.
it is, theres compromise and they dont seem to understand that.
in game text looks fine. people are bitching about documents on a monitor designed for visuals.
 
48" was too big for a desk optimally without suffering downgrades in picture quality. Thing is, so is 42" really but people still try to do it since its slightly smaller.

It's really not a huge difference:

42" C2 is 36.7" x 21.3" x 1.6"
48" CX is 42.2" x 24.3" x 1.8"

That comes out to 4" to 6" less in viewing distance but it's still around 32" screen surface to eyeballs on a 42" to be within a 60 deg viewing angle. That exceeds most on the desk setups by a large margin.

If you sit far-enough, you don't see the details of the lousy text rendering, but you don't see the overall text and other small things well either. If text is a big part of your use, stay away from OLEDs with non-RGB pixels.


It's all about PPD. Any 4k screen at the optimal human viewing angle of 50 to 60 degrees will be the same no matter what size the screen is. Between 50 deg 77 PPD and 60 deg 64 PPD in order to be in your human viewing angle. It doesn't matter what size they are, it matters what distance.

60PPD 64 degree viewing angle
=======================

98" 4k screen at ~ 68.5" away has the same PPD and viewing angle and looks the same as:

77" 4k screen at ~ 54" away (60PPD, 64deg viewing angle)

65" 4k screen at ~ 45" away

55" 4k screen at ~ 38.5" away

48" 4k screen at ~ 33.5" away

42" 4k screen at ~ 29" away

35" 4k screen at ~ 24" away

32" 4k screen at ~ 22" away

27" 4k screen at ~ 19" away



Text sub sampling and graphics anti aliasing adequately mask how large the pixel structure really looks at around 60 PPD, but with WRGB you could probably use a little higher. The human viewing angle of 50deg to 60deg is higher than 60 PPD though, at 50 deg = 77PPD to 60 deg = 64 PPD so that should work out fine if viewing a 4k screen of any size optimally view distance/viewing angle wise.


-----------------------------------------------------------------

It would be nice if there were some 32" models eventually for people who need shorter view distances.

42" 4k screen at 24" view distance is 52 PPD.

27" screen 2688 x 1512 rez at 24" view distance = 52 PPD

The 24" view crowd are in a way using a 42" 4k like a 27" 1500p screen's pixels and exacerbating off axis viewing angle issues instead of getting 4k fine pixel PQ. 😝


768839_8ss1o9P.png


. . . . . . .



On the other hand, a

. . 32" 4k at 24" view would be ~ 64 PPD (and 60 deg) which can be compensated for with aggressive AA and text sub-sampling (though the 2d desktop's graphics and imagery lacks AA outside of text sub sampling)

. . 32" 4k at 27" view would be ~ 70 PPD and 55 deg viewing angle.

So really a much better fit for the near desk view crowd. Right now it's a square peg in a round hole thing going on with larger screens for a lot of people from what I've read in threads and seen in images.
 
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it is, theres compromise and they dont seem to understand that.
in game text looks fine. people are bitching about documents on a monitor designed for visuals.

Yeah it is a compromise a.k.a. downgrade. People did use 27" 1080p 120hz gaming screens a long time ago though, and more recently 27" 1440p screens so it's not like it's unusable or anything, just lower quality.

It's not the fine pixel grid you'd expect and should really be getting from a 4k screen when you are instead sitting too close to a larger 4k screen. The viewing angles will push the sides of the screen outside of your human viewing angle too which can be annoying and even eye fatiguing seeking wise in dynamic action games and with far spaced hud elements, notifications, pointers, chat, maps etc. Plus it will make the non-uniform color issue a larger area on each side in solid bright fields of color (both OLED and VA have non uniformity issues off axis). The biggest downgrade is the PPD though.

42" 4k screen at 24" view distance is 52 PPD.

27" screen 2688 x 1512 rez at 24" view distance = 52 PPD

The 24" view crowd are in a way using a 42" 4k like a 27" 1500p screen's pixels and exacerbating off axis viewing angle issues instead of getting 4k fine pixel PQ. 😝

. . .

Any 4k screen size at the human 50 to 60 degree viewing angle is 64 to 77 PPD which is a lot sharper than a 1500p screen at a ~ 52 deg viewing angle (or worse in some even nearer setups).
 
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it is, theres compromise and they dont seem to understand that.
in game text looks fine. people are bitching about documents on a monitor designed for visuals.
They call it a "monitor", but it's a TV panel which was designed for displaying video. Obviously, text rendering quality wasn't something that played a part in the design of the subpixel structure.
 
They call it a "monitor", but it's a TV panel which was designed for displaying video. Obviously, text rendering quality wasn't something that played a part in the design of the subpixel structure.


My previous laptop was a 15.6" 4k pentile asus touchscreen and it looked great. Pentile isn't a standard rgb structure. However it was 93 PPD at 18" / 1.5' view distance, and 122PPD whenever I used it as a side screen at 24" / 2'.

At the human 50 to 60 degree viewing angle, all 4k screens of any size are around 64PPD at 60deg and 77 PPD at 50 deg.

WRGB will look fine on a 4k screen if you are viewing it at an optimal viewing angle and resulting 64 - 77 PPD. People are just trying to shoehorn a an oversized screen onto their desk instead of decoupling it from the desk with a simple floor stand or wall mount and viewing it at a proper distance.

768839_8ss1o9P.png
 
WRGB will look fine on a 4k screen if you are viewing it at an optimal viewing angle and resulting 64 - 77 PPD. People are just trying to shoehorn a an oversized screen onto their desk instead of decoupling it from the desk with a simple floor stand or wall mount and viewing it at a proper distance.
No, the RWGB subpixel structure causes fringing and messes up subpixel rendering algorithms. If you're at a distance where you can see the text clearly, you will see the messed up rendering. Sure, if you're far enough away from the set you won't see much of anything, and if you turn off the set, the problem will completely disappear ;)
 
The rendering/aliasing is masking how low your ppd really is by smudging the edges.

1400p to 1500p like perceived pixel sizes at sub 60 PPD (e.g ~50 PPD) on a larger 4k screen viewed too near will will look fringed regardless but wrgb will make it look even worse because the subpixel smudging isn't aligned to it.



Once your drop below 60ppd , text sub sampling and graphics anti aliasing can't compensate fully anymore even on rgb though.

In addition, 2D desktop graphics and imagery have no sub sampling or AA to smooth/smudge/blur the edges so they will remain uncompensated, have no masking.

At the optimal 50 to 60 degree human viewing angle you get 64 to 77ppd on a 4k screen.

It's not some crazy distance relative to screen size. It's the optimal human viewing angle and it's the same viewing angle and PPD regardless of the (4k) screen size. It would have the same pixels per degree and perceived pixel size as a 27 inch 4k at around 23 inch view distance ( ~70PPD). The higher the PPD, the less you have to lean on masking how large the pixel structure appears.

Low PPD exacerbates fringing issues in general. High contrast graphics aliasing, (rgb subpixel format) text fringing, frame insertion edge artifacts, DLSS AI upscaling edge artifacts, and non standard pixel structures like pentile and wrgb. It's probably not a coincidence that the most vocal complaints about wrgb text are often from people cramming a 42", 48", or 55" oled into a near onto a desk setup that results in closer to 50PPD- than 70PPD+. Bigger perceived pixels bigger problems.
 
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~ 31" 4k screens when viewed at the 50 to 60 deg human viewing angle:

64 PPD = 60 deg viewing angle = ~ 23" view distance screen surface to eyballs.

77 PPD = 50 deg viewing angle = 29" view distance screen surface to eyeballs

. . .

So that kind of size has much better dimensions for use at a desk while not being small at 31" diagonal.

42", 48", 55" 4k is just too big for being on a desk you sit at without losing quality (outside of a few gargantuan sized corner desks being used at the long diagonal of the desk perhaps).

People just haven't had a more optimal for on a desk size option in a 4k VRR OLED so a lot of people cram the larger 4k gaming tvs onto a desk and suffer picture quality downgrades - (though they could mount them on a stand/wall mount if they had space and get back to the full picture quality). The price is right on the the larger 4k gaming TVs too so that is a big factor.
 
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Because of the different ordering of pixels, sub-pixel hinting for fonts is not right. But, that's software, and not something for the monitor to fix. AFAIK, Linux can handle this. Not sure about Windows.

 
At higher and higher PPD the issue is less and less apparent, and conversely at lower PPD it is much more apparent. Like when people put a 4k screen much larger than 31" diagonal in front of them on a desk.

That 27" LG in the video is 1440p so at the 50 to 60 deg human viewing angle is only:

. . ~43 PPD at 60 deg viewing angle
and
. . ~51PPD at 50 deg viewing angle

. . so of course it looks very bad.

text-ss and graphics-AA can't mask/smudge pixel edges to compensate fully vs. perceived pixel sizes even on an rgb structure below around 60 PPD.


When we get 8k screens , the PPD at the 50 to 60 degree human viewing angle will be doubled compared to 4k's 64 to 77 PPD figures. That will be getting closer to where we wouldn't need to use text-ss and graphics AA to mask how bad the actual pixel sizes are anymore in the first place. Raw numbers wise maybe 200PPD+ for that for the most part anyway - but for example at 50 degree viewing angle on an 8k screen you'd get ~ 155PPD. Even at 155PPD you might not need to mask the pixels in regard to text since you would likely be upscaling the text at least somewhat (~ 125% or so) so you'd be filling text with even more than double the pixels per font vs 4k and on a much higher PPD grid. Prob still need a little AA in games for the most highly contrasted edges but probably wouldn't have to be as aggressive. DLSS upscaling's supersampling+sharpening type effects and DLSS's own AA would probably come into play in AAA games.

You can attempt to see or simulate what that would look like on a 42" 4k OLED by turning off text sub-sampling entirely, stepping back to 83" (~ 7' away), then walking forward and back until you can get your text scaled in windows to 200% or whatever to make it normal looking web-browsing/email/document text size at ~7'. With an actual 8k screen you'd be at human viewing angle and normal view distances though of course, for example:
8k 31" screen: 50 deg 30" view distance , 60 deg 23" view distance
8k 42" screen: 50deg 39" view distance (~ 155PPD) to 60 deg 32" view distance (~130PPD).
8k 48" 8k screen 50deg = 45" view distance, 60 deg = 36" view distance.

I'm definitely looking forward to getting an 8k screen, even if it's just for desktop/apps in a monitor array along with a different gaming monitor at first. Much like how a long time ago I had a 1440p 60hz ips for desktop/app use next to one of the first 120hz 1080p screens lol. Things change but they stay the same.
 
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I agree with most of the math here. I have a lot of flexibility in depth on my desk and previously ran a 48 now a 42. If you have a shallow desk or can’t mount to the wall or behind the desk stand then be prepared to see less than perfect font smoothing. IMO it’s not bad but everyone has their own pet peeves.
 
Can anyone weigh in on their experience here?

I'm seeing mixed reports of bad fringing and others stating clarity is good for text applications.
Anything that does not exactly have typical RGB subpixels will be bad for text clarity, period.
These LG panels not only have white sunpixel but also for whatever reason wrong order of RGB subpixels...

To mitigate it one could use MacType to replace and tweak font rendering. It is possible with this program to use proper non-hinted (as all font rendering should be...) and grayscale font rendering which should look ok-ish on these monitors. Not really great without subpixel rendering but should be better than Windows's ClearType.

Anyways, I ordered this monitor today so I will be soon able to comment about its probably least important aspect ever: text clarity 🙂
 
I was talking about the LG CX, C1, C2 gaming TV's mainly since I own a 48CX and a 77" C1, so any differing info on this monitor specifically would be interesting.

edit: according to RTings review of the LG 48gq900:
Unfortunately, the matte anti-reflective coating adds a bit of haze to the screen, reducing the clarity a bit, so it's slightly worse than the LG 42 C2 OLED.

Testing the 50 to 60 degree human viewing angle for part of your testing, if possible, would be valuable.

48" screen at 50 deg = ~45 inch view distance ( ~77 PPD)

48" screen at 60 deg = ~36 inch view distance ( ~ 64 PPD)


Your old reply in this LG C1 thread from 2021 hits most of the same notes as this 47gq900 thread we are in :

<...>
One issue and one of the numerous reasons I didn't go OLED TV myself yet is RGBW pixel layout and rather strange way these panels display pixels. With standard RGB subpixels from this distance you might see screen door effect, or not, deepens on your eyesight. With RGBW and the way pixels are displayed you are pretty much guaranteed to always see gaps between pixels
View attachment 410106
These panels at most use 3 subpixels out of four. For RGB screen it can also happen that there are gaps caused by dim subpixels but on RGB if one color is out then you are viewing either already very dim pixels or very saturated and vibrant colors blur in eyes. Add white subpixel and use it for displaying white and you have recipe for seeing very large gaps between pixels. It will also screw up subpixel font rendering.
Solution to these pixel issues is simple: sitting further away until screen surface appears smooth. TV are usually viewed across the room and 1080p at 48" should be usable in moderately sized room. For gaming it might be good to sit closer but not "at arms length", it seems too close, especially with massive gaps between pixels.
In any way people who get these television sets and use as monitors find distance and scaling settings that works for them.

Personally I am waiting for QD-OLED and because this version of OLED panel will have no white subpixels I hope they will just make normal RGB subpixel panel and it should be also more resistant to burn-in making it even more suitable to use for desktop stuff. I mean at the same 100cd/m2 the less actual organic LEDs have to work the less burn-in.

unfortunately the samsung qd-oled also ended up being a non-standard pixel layout (pentile), so would also probably look best at 70PPD+. My previous laptop was 4k pentile but it was 15.5" screen so was getting over 90PPD and up to 120+ ppd depending how far I sat from it. It looked good.

I'd refine the solution sentiment to being that I think the optimal scenario for making these issues least apparent is to sit toward the far end of the human viewing angle, 70PPD+ toward 50deg 77PPD instead of stuffing a large screen, way larger than 31" screen, on a desk. That and maybe slightly upscaling the text if absolutely necessary, suffering a loss from 4k 1:1 pixel desktop real-estate.

I know you were just using the 1080p TV living room scenario as a comparison to show that higher PPD makes the pixels/pixel grid much smaller - but at least imo, it's not a good solution to view a computer screen farther away than 50 to 60 deg viewing angle like a tv from very far across a room (farther than a 50 deg viewing angle), at least for gaming. Unless perhaps your screen mount or desk can move on the fly to change the distance (e.g. a horizontal multi monitor array where you are sitting somewhat farther back than 50 deg viewng angle, then returning to the human viewing angle on the gaming screen when gaming on it). Otherwise generally and for gaming that 50 deg angle would be the limit for me and therefore that ~ 77PPD would be the max PPD I could get until we get higher resolution displays like 8k. That 31" dell 8k for $3600 isn't it yet, and the 8k TVs are still 65" minimum and at very high price too.
 
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It’s RGB layout with a white pixel in the middle (RWGB). Here’s a picture from rtings https://www.rtings.com/tv/reviews/lg/c2-oled
I also have a 43” VA panel with BGR and that looks worse - I don’t do any real text heavy work on that but it is slightly noticeable at a normal seating distance on the VA panel. At 40” seating distance (eye to screen) this OLED looks like a “normal” monitor as far as text goes to me.
 
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My 43" 4k VA screens are in portrait mode so not exactly rgb or bgr anymore. Since I sit far enough for my 48" screen, they are pretty high PPD and I don't have any problems with text on them. I might upscale some on those side 43" screens on an app by app basis though depending what I'm doing. 3rd party file manager, web browser depending on the site, etc.
 
Got the screen few days ago and mostly watched movies on it, some gaming and very little desktop usage.
Writing this post from this monitor though, from almost 3 meters away with 100% scale. At this distance fine details are lost on me. I do however use MacType with modified iOS preset to disable subpixel font rendering completely as monitor's subpixel structure isn't at all compatible with subpixel font rendering. With such configuration text looks pretty good. Not perfect but about as good as the same modified preset looks on normal RGB monitor.
Default ClearType of course looks somewhat broken with color fringing around fonts. So... as predicted not the best monitor for text rendering.

That said this is gaming monitor which is also splendid screen for movies.

Few notes from me about monitor itself:
- First day image looked somewhat off and next day it looked amazing. Not sure what is up but maybe screen needs to do at least one pixel/image refresh cycle? Not really sure as I didn't do any actual measurements. Colors were just slightly off and next day they became great.
- Default "contrast" setting for all presets is 60 whereas it should be 70. Thus it is possible to increase SDR brightness over default presets a little.
- Monitor does a lot brightness adjustement when static content is displayed and when image is pure white or almost pure white. Its not visible in games/movies though.

Otherwise monitor performs amazing in target content: games. Also in movies where I like sRGB preset the most.
I also like anti-glare coating and its main reason why I got this monitor rather than an OLED TV. In my room with my lighting conditions there is absolutely no reflection of any kind under any situation I tested monitor in. Especially important when sitting very close to monitor during gaming sessions. AG coating itself is the same as eg. LG 27GP950 has, i.e. the best.

Gaming-wise its more blurry @60Hz than plasma TV it replaced and even at 120Hz it looks more blurry in motion - at the same time it looks much more fluid @120Hz vs 60Hz on plasma - which is exactly the same conclusion as I had when comparing plasma to LG 27GP950 IPS monitor.
LG 48GQ900 vs LG 27GP950 seems little bit less blurry BUT that IPS screen was already plenty fast so the difference is less than one could expect. OLED has near-instant response times but visible motion blur on OLED and fast LCD is not from pixel response times but from constant illumination of pixels. In other words its just sample&hold blur and on OLED as good as this panel tech is it still makes moving objects blur a whole lot.
 
Watch some Dolby Vision HDR on this thing asap. No going back.

The HDR on this display is a little lower peaks/highlights compared to current screens but it should still be an impressive leap in picture quality and impact compared to your sdr plasma or any SDR screen.


Lg 48gq900 as per RTings review gets 2% = ~ 610nit , 10% = 621nit , 25% = 394 nit

LG C2's HDR hits 2% = 810nit, 10% = 797 ~ 800nit , 25% = 400nit

samsung S95B is even higher at 2% = 1028 nit and 10% = 1036 nit. 25% = 592 nit


*note that the samsung has HDR10+ rather than dolby vision. It also has a matte type AG surface treatment which raises blacks in ambient lighting environments and can cause small loss of details, and a pink tint in bright rooms. It also uses a pentile subpixel arrangement which should be ok at 50 to 60 deg viewing angle just like wrgb but it's worth mentioning in any comparisons.

Full details below on each
=================================================


LG 48 gq900 as per RTings:

VESA DisplayHDR Certification

No Certification

Real Scene

399 cd/m²

Peak 2% Window

609 cd/m²

Peak 10% Window

621 cd/m²

Peak 25% Window

394 cd/m²

Peak 50% Window

241 cd/m²

Peak 100% Window

127 cd/m²

Sustained 2% Window

578 cd/m²

Sustained 10% Window

594 cd/m²

Sustained 25% Window

373 cd/m²

Sustained 50% Window

230 cd/m²

Sustained 100% Window

123 cd/m²

========================

LG C2's HDR hits 2% = 810nit, 10% = 797 ~ 800nit , 25% = 400nit

Hallway Lights (~1950 cd/m²)

697 cd/m²

Yellow Skyscraper (~700 cd/m²)

350 cd/m²

Landscape Pool (~300 cd/m²)

206 cd/m²

Peak 2% Window

810 cd/m²

Peak 10% Window

797 cd/m²

Peak 25% Window

400 cd/m²

Peak 50% Window

266 cd/m²

Peak 100% Window

162 cd/m²

Sustained 2% Window

778 cd/m²

Sustained 10% Window

758 cd/m²

Sustained 25% Window

376 cd/m²

Sustained 50% Window

254 cd/m²

Sustained 100% Window

155 cd/m²

Automatic Brightness Limiting (ABL)

0.103

======================

And the newer QD-OLED tech in the samsung S95B is even higher at 2% = 1028 nit and 10% = 1036 nit. 25% = 592 nit

Hallway Lights (~1950 cd/m²)

910 cd/m²

Yellow Skyscraper (~700 cd/m²)

704 cd/m²

Landscape Pool (~300 cd/m²)

202 cd/m²

Peak 2% Window

1,028 cd/m²

Peak 10% Window

1,036 cd/m²

Peak 25% Window

592 cd/m²

Peak 50% Window

294 cd/m²

Peak 100% Window

213 cd/m²

Sustained 2% Window

1,002 cd/m²

Sustained 10% Window

997 cd/m²

Sustained 25% Window

575 cd/m²

Sustained 50% Window

290 cd/m²

Sustained 100% Window

209 cd/m²

Automatic Brightness Limiting (ABL)

0.102
 
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