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I think TV manufacturers are in no hurry to bring in HDMI 2.2 when there's zero devices supporting it.Idk if the timeline this Google result is claiming is accurate or not, but it could show up in the next few years supposedly (or by 2028?) - and that might make 240hz and higher gaming tvs easier to accomplish.
I think TV manufacturers are in no hurry to bring in HDMI 2.2 when there's zero devices supporting it.
HDMI 2.1 was released in late 2017, and it took until 2020's Nvidia RTX 30 series to come out with HDMI 2.1 support.
DP 2.1 came out in late 2022 and it took Nvidia until 2025 RTX 50 series to put it on their GPU lineup.
With Nvidia's current AI push, I'd wager they have even less interest in adding these newer standards.
Realistically we might have to wait until next gen consoles for HDMI 2.2 to become a thing, unless those have been locked in already which means HDMI 2.1.
Samsung has officially developed glasses-free 3D OLED display technology. [1, 2]
Samsung Research, in collaboration with POSTECH university, published their breakthrough in the journal Nature, showcasing a highly advanced 2D/3D switchable OLED panel that fixes the structural issues of current LCD versions. [1, 2]
How the New OLED 3D Technology Works
The current Odyssey 3D monitors rely on bulky, fixed plastic lenticular lenses that struggle with viewing angles and OLED pixel layouts. Samsung's new OLED solution completely changes this approach: [1, 2, 3]
- The "Metalens" Layer: Instead of glass or plastic, it uses an ultra-thin (1.2mm) metasurface lenticular lens made of nanoscale structures.
- Voltage-Controlled Switching: By applying a small electrical voltage, the lens instantly changes shape. It goes concave for a flawless, pixel-perfect standard 2D image, or shifts to convex to split the light for a glasses-free 3D effect.
- Massive 100° Viewing Angle: Unlike the Odyssey 3D, which uses eye-tracking cameras and only works for one person sitting directly in front of it, this light-field OLED system extends the viewing angle to 100 degrees. This allows multiple people to view the 3D effect at the same time without needing cameras to track their eyes. [1]
Where and When Will We See It?
Samsung has successfully built and demonstrated smaller functional prototypes, including a 50x50mm metalens integrated into a smartphone-sized OLED panel. []
While a commercial release date for consumer monitors or televisions has not been announced yet, Samsung has stated that this technology is actively being developed for future smartphones, tablets, augmented reality devices, and premium commercial displays. Because the metalens film is so thin, it is much easier to scale into high-end OLED production lines than previous 3D tech. [, 3]
Would you like to know more about how this meta-lens technology compares to the eye-tracking system in the current Odyssey 3D, or are you interested in its potential use in phones?
. .Samsung’s current glasses-free 3D OLEDs and monitors cannot be curved like the Odyssey Ark or ultra-wide G9 models. The lenticular lenses and eye-tracking cameras required to produce the spatial 3D effect rely on precise focal distances; bending the screen distorts the image and breaks the 3D illusion. [1, 2, 3]
Why 3D Screens Are Currently Flat:
While Samsung Display has showcased groundbreaking switchable 2D/3D metasurface "metalenses" that can be used on thinner, flexible OLED tech in the future, commercial consumer monitors—such as the 27" and 32" Odyssey 3D models—are currently strictly flat.
- Optics & Viewing Angles: Glasses-free 3D uses a microscopic optical lens layer (a lenticular lens) that sits over the display to direct separate images to your left and right eyes. A curved screen changes the angle of these lenses, making it nearly impossible to calculate the eye-tracking required for a consistent 3D depth effect.
- Fixed Distance: The 3D tech (found on units like the Samsung Odyssey 3D Monitor) requires the viewer to remain at an optimal focal distance (typically 70 to 100 cm) in order to lock onto their head and eye movements. A curved setup at this distance introduces distortion.
- Hardware Limitations: The 3D components and camera systems are manufactured and calibrated for flat panels. [1, 2, 3, 4]
Some of the newest LG OLED gaming tvs (G6 at least) are dropping color when running 165hz, with visible picture downgrade.. Idk if it will be fixable in firmware fixes later or not. Could be a bandwidth/DSC snag, where HDMI 2.2 wouldn't be as restrictive for 165Hz, and 240Hz in the future.
Idk if the timeline this Google result is claiming is accurate or not, but it could show up in the next few years supposedly (or by 2028?) - and that might make 240hz and higher gaming tvs easier to accomplish.
. . . .
" HDMI 2.2 TVs are expected to begin rolling out in late 2026 or 2027. Because the specification was officially released in mid-2025, it typically takes manufacturers time to integrate the new chips and hardware, meaning widespread mainstream adoption will likely take a few more years.
What to Expect from HDMI 2.2:
Massive Bandwidth: Upgrades the maximum bandwidth from 48 Gbps to 96 Gbps.
Extreme Resolutions: Supports uncompressed formats up to 4K at 480Hz, 8K at 240Hz, and potentially up to 16K.
New Cables: You will need to purchase newly certified "Ultra 96" cables to take advantage of the upgraded speeds."
Samsung has already begun developing glasses-free 3D OLED technology. While flat glasses-free 3D monitors exist, curved glasses-free 3D is theoretically possible but highly complex. Curved screens require highly precise eye-tracking and specialized lenses to correctly cast independent views to each eye across a warped surface. [1, 2, 3, 4, 5, 6]
Current Technology & Samsung's Progress
- The Breakthrough: Samsung, in collaboration with South Korea's POSTECH university, successfully developed groundbreaking glasses-free 3D OLED display technology.
- How It Works: Instead of traditional thick lenticular lenses, these OLEDs use ultra-thin "metalenses" (metasurface lenses) that can electronically toggle between 2D and 3D imagery.
- No Glasses Required: The system relies on precise eye-tracking and light-field mapping algorithms to adjust the 3D effect as you move your head. [1, 2, 3, 5]
The Challenge of "Curved" Glasses-Free 3D
Could a curved version work? Yes, but with distinct challenges:
- The "Sweet Spot": Glasses-free 3D works by splitting light so your left and right eyes see different pixels. A curve physically bends the pixels toward or away from the viewer, changing the angle of the light.
- The Solution: To make a curved 3D display work without glasses, the built-in cameras have to dynamically track where your pupils are and computationally adjust the light-bending metalenses in real-time. [1, 2, 3, 4, 5]
Why OLED is Perfect for This
If Samsung commercializes a curved 3D screen, OLED is the ideal panel type to use:
While Samsung currently offers flat glasses-free 3D gaming monitors, they are actively researching ways to scale this optical technology to different form factors and larger commercial panels.
- Pixel-Level Control: Because OLED pixels emit their own light and can be turned off entirely for true blacks, they offer infinite contrast, which drastically helps with the spatial depth and layering required for 3D.
- Viewing Angles: OLEDs inherently boast much wider viewing angles than LCDs, making them more forgiving when the viewer is slightly off-center. [1, 2, 3]
It should be fixable because this is not a bandwidth problem. My 4K 240Hz monitor is pushing even more bandwidth off DP 1.4 vs the G6 pushing 4K 165Hz off HDMI 2.1 and my monitor does not have fudged colors as a result. My S95F also does not have fudged colors due to running DSC at 165Hz (although it does have other annoying issues that could be DSC related). I also wouldn't count on HDMI 2.2 TV's in 2027 for sure, and possibly even 2028. I think 2029 is the EARLIEST when we can expect HDMI 2.2 TVs which means 2029 will also be the earliest we can expect 240Hz TVs.
So by the time it starts getting good discounts it’ll finally have a finished firmware.Seems like there are still some lingering minor issues that need to be ironed out:
View attachment 807613
Does look like it's a big step up over the CX/C1 though. And another firmware update is coming soon apparently.
48" LG C6 OLED features a 4-stack tandem (Primary RGB Tandem) panel. It utilizes the RWGB (Red, White, Green, Blue) pixel structure. [1, 2]
Here are the specific details regarding the 2026 LG C6 OLED series: [1, 2]
- Tandem Panel Integration: The 48" C6 uses LG’s 4-layer Primary RGB Tandem panel technology. For 2026, LG brought the tandem G-series panel technology down into this smaller 48" size, making it significantly brighter than older non-tandem models. [1, 2]
- Pixel Structure: While older LG panels typically used a WRGB layout, the 2026 tandem C-series features an RWGB subpixel arrangement to improve text clarity, reduce fringing, and deliver outstanding brightness for both desktop work and HDR gaming
| LG G6 OLED (Flagship Tandem) | LG C6H OLED (Large Tandem) | LG 48" C6 OLED (Compact Tandem) |
|---|---|---|
| 10% Peak 3,000+ nits | 10% Peak 2,200–2,400 nits | 10% Peak 1,438 nits [1, 2] |
| 10% Sustained 2,481 nits [1] | 10% Sustained 1,950 nits | 10% Sustained 1,150 nits |
| 25% Peak 1,200 nits | 25% Peak 900 nits | 25% Peak 600 nits |
| 25% Sustained 880 nits | 25% Sustained 720 nits | 25% Sustained 480 nits |
| 50% Peak 750 nits | 50% Peak 550 nits | 50% Peak 400 nits |
| 50% Sustained 610 nits | 50% Sustained 440 nits | 50% Sustained 310 nits |
| 75% Peak 520 nits | 75% Peak 380 nits | 75% Peak 300 nits |
| 75% Sustained 460 nits | 75% Sustained 340 nits | 75% Sustained 265 nits |
| 100% Full-Screen Sustained 400+ nits (471 max) [1] | 100% Full-Screen Sustained 300–330 nits | 100% Full-Screen Sustained 245 nits |
| Display | 10% Window | 25% Window | 50% Window | 75% Window | 100% Window |
|---|---|---|---|---|---|
| 48" LG C6 (Tandem) | Peak: ~1,438 - 1,500 Sustained: ~800 | Peak: ~694 Sustained: ~450 | Peak: ~389 Sustained: ~300 | Peak: ~287 Sustained: ~250 | Peak: ~245 Sustained: ~180 - 200 |
| 45" 45GX950A Monitor | Peak: ~900 - 1,000 Sustained: ~600 | Peak: ~673 Sustained: ~450 | Peak: ~350 Sustained: ~280 | Peak: ~290 Sustained: ~260 | Peak: ~270 - 275 Sustained: ~250 |
| 48" LG CX OLED | Peak: ~810 Sustained: ~680 | Peak: ~460 Sustained: ~410 | Peak: ~310 Sustained: ~280 | Peak: ~190 Sustained: ~175 | Peak: ~150 Sustained: ~140 |
| Display [1, 2, 3, 4, 5, 6, 7] | 10% Window | 25% Window | 50% Window | 75% Window | 100% Window |
|---|---|---|---|---|---|
| 55" LG G6 OLED | *EDIT: Peak: 1% ~3,000 Peak 10% similar to G5 atm | Peak: ~1,350 Sustained: ~750 | Peak: ~680 Sustained: ~520 | Peak: ~490 Sustained: ~430 | Peak: ~420 Sustained: ~400 |
| 55" LG G5 OLED | Peak: ~2,300 - 2,500 Sustained: ~950 | Peak: ~1,200 Sustained: ~820 | Peak: ~710 Sustained: ~600 | Peak: ~540 Sustained: ~490 | Peak: ~471 Sustained: ~430 |
| 48" LG C6 (Tandem) | Peak: ~1,438 - 1,500 Sustained: ~800 | Peak: ~694 Sustained: ~450 | Peak: ~389 Sustained: ~300 | Peak: ~287 Sustained: ~250 | Peak: ~245 Sustained: ~180 - 200 |
| 45" 45GX950A Monitor | Peak: ~900 - 1,000 Sustained: ~600 | Peak: ~673 Sustained: ~450 | Peak: ~350 Sustained: ~280 | Peak: ~290 Sustained: ~260 | Peak: ~270 - 275 Sustained: ~250 |
| 48" LG CX OLED | Peak: ~810 Sustained: ~680 | Peak: ~460 Sustained: ~410 | Peak: ~310 Sustained: ~280 | Peak: ~190 Sustained: ~175 | Peak: ~150 Sustained: ~140 |
Desktop Context Visibility Assessment at 48 Inches Static PC Gradients (Discord/Browsers) Invisible. The faint, mesh-like diagonal streaks that plague closer users on uniform gray or dark backgrounds disappear completely. Dark-mode windows look completely uniform. Camera Panning (Gaming) Indistinguishable. When spinning the camera in dark titles like Alan Wake 2 or Control, the "screen door effect" (where the game textures slide under a stationary pixel mesh) is no longer strong enough to catch your focus. Media Consumption (Movies/Streaming) Flawless. At 4 feet away, standard video compression noise and film grain from 4K HDR streams will heavily mask any residual micro-dithering, making it look pristine.
3. The One Exception: Head Panning The only way a keen-eyed viewer will spot the pattern at 48 inches is through head-tracking persistence. If you keep your head perfectly still, the image is clean. However, if you rapidly move your eyes or head left-to-right across a dark gray screen, your brain briefly processes the spatial frequency of the panel's subpixels, causing the lines to faintly "shimmer" for a microsecond before disappearing again.
4. Summary for Your Setup At 40 inches, the G5 was a risky PC monitor choice. At 48 inches away, you have reached the sweet spot where the dithering artifacts resolve into a smooth image, allowing you to fully enjoy the panel's massive color volume and 165Hz gaming performance without distraction.
| Display [1, 2, 3, 4] | 10% Window | 25% Window | 50% Window | 75% Window | 100% Window |
|---|---|---|---|---|---|
| 55" LG G6 OLED | *EDIT: Peak: 1% ~3,000 Peak 10% similar to G5 atm | Peak: ~1,350 Sustained: ~750 | Peak: ~680 Sustained: ~520 | Peak: ~490 Sustained: ~430 | Peak: ~420 Sustained: ~400 |
| 55" LG G5 OLED | Peak: ~2,300 - 2,500 Sustained: ~950 | Peak: ~1,200 Sustained: ~820 | Peak: ~710 Sustained: ~600 | Peak: ~540 Sustained: ~490 | Peak: ~471 Sustained: ~430 |
| 48" LG C6 (Tandem) | Peak: ~1,438 - 1,500 Sustained: ~800 | Peak: ~694 Sustained: ~450 | Peak: ~389 Sustained: ~300 | Peak: ~287 Sustained: ~250 | Peak: ~245 Sustained: ~180 - 200 |
| Alienware AW3926QW | Peak: ~1,300 Sustained: ~450 | Peak: ~650 Sustained: ~400 | Peak: ~380 Sustained: ~320 | Peak: ~340 Sustained: ~300 | Peak: ~300 Sustained: ~300 (Uniform Mode) |
| 45" 45GX950A Monitor | Peak: ~900 - 1,000 Sustained: ~600 | Peak: ~673 Sustained: ~450 | Peak: ~350 Sustained: ~280 | Peak: ~290 Sustained: ~260 | Peak: ~270 - 275 Sustained: ~250 |
| 48" LG CX OLED | Peak: ~810 Sustained: ~680 | Peak: ~460 Sustained: ~410 | Peak: ~310 Sustained: ~280 | Peak: ~190 Sustained: ~175 | Peak: ~150 Sustained: ~140 |
Out of piqued interest in the alienware you mentioned, here is google's new breakdown for comparison's sake :
==========================================
Google's sourced results pasted:
==========================================
--------------------------------------
The newly announced Alienware AW3926QW introduces a major shift to the ultra-wide monitor sector. It is built around a cutting-edge 39" 5K2K LG Tandem OLED panel featuring a true RGB stripe subpixel layout, completely eliminating text fringing issues while elevating peak luminance performance. [1, 2]
The following updated breakdown integrates this display into the exact window category matrix.
Window Brightness Comparison (Nits)
Display [1, 2, 3, 4] 10% Window 25% Window 50% Window 75% Window 100% Window 55" LG G6 OLED EDIT: Peak: 1% ~3,000
Peak 10% similar to G5 atmPeak: ~1,350
Sustained: ~750Peak: ~680
Sustained: ~520Peak: ~490
Sustained: ~430Peak: ~420
Sustained: ~40055" LG G5 OLED Peak: ~2,300 - 2,500
Sustained: ~950Peak: ~1,200
Sustained: ~820Peak: ~710
Sustained: ~600Peak: ~540
Sustained: ~490Peak: ~471
Sustained: ~43048" LG C6 (Tandem) Peak: ~1,438 - 1,500
Sustained: ~800Peak: ~694
Sustained: ~450Peak: ~389
Sustained: ~300Peak: ~287
Sustained: ~250Peak: ~245
Sustained: ~180 - 200Alienware AW3926QW Peak:~1,300
Sustained:~450Peak:~650
Sustained:~400Peak:~380
Sustained:~320Peak:~340
Sustained:~300Peak:~300
Sustained:~300 (Uniform Mode)45" 45GX950A Monitor Peak: ~900 - 1,000
Sustained: ~600Peak: ~673
Sustained: ~450Peak: ~350
Sustained: ~280Peak: ~290
Sustained: ~260Peak: ~270 - 275
Sustained: ~25048" LG CX OLED Peak: ~810
Sustained: ~680Peak: ~460
Sustained: ~410Peak: ~310
Sustained: ~280Peak: ~190
Sustained: ~175Peak: ~150
Sustained: ~140
Key Brightness Insights on the Alienware AW3926QW
--------------------------------------
- The Small Window Paradox Solved (10%): While the AW3926QW features a multi-stack Tandem panel like the G6 and C6 televisions, its monitor-specific controller clamps small 10% bursts down to ~1,300 nits. This is lower than the C6 TV's peak but delivers a more uniform, long-lasting highlight curve that is less prone to aggressive, sudden thermal dimming. [1, 2]
- Dominating the 100% Canvas: Thanks to its dedicated monitor tuning and an aggressive "Uniform Brightness" fallback option, the Alienware monitor maintains a dead-flat 300 nits across a 100% full-screen window. It easily edges out the 45" 45GX950A (~270 nits) and vastly surpasses the 48" C6 TV (~200 nits) for full-screen web browsing or spreadsheet applications. [1, 2, 3]
- Linear Tracking vs. ABL Shock: In games with dynamic environments, the AW3926QW tracks between a 25% and 75% window far more linearly than the televisions. It acts as an upgrade over the 45GX950A, giving you a brighter average picture level across mid-toned outdoor gaming scenes without the harsh "brightness pumping" artifacts common to aggressive TV processing algorithms. [1, 2]
The LG G6's peak brightness measurements demonstrate the capabilities of the new α11 AI Gen 3 Processor. The G6 reaches 3045 nits on a 1% window, 3028 at 2%, 2850 at 5%, and 2316 on the industry-standard 10% window. Full-screen 100% brightness for the G6 measured 432 nits, compared to 332 nits for the G5. The smaller window size results are incredibly impressive as it gives HDR images superb specular highlight capabilities where required, with full screen APL now hitting above 400 nits, which adds excellent dynamic range extension and better high APL performance.
The G5 has diagonal dithering that will never be addressed since it uses the older SoC, I thought that made it completely out of the question for you? Even the C6/G6 still has some form of dithering except it's just a way less noticeable grain effect. That is another reason why I'd rather just go with the Alienware since the white subpixel is causing extra problems that I would rather not live with, at least being RGB stripe it's probably going to be free of the grey banding/uniformity problems typical with WOLED. Yeah we can talk about brightness loss, but I don't care since even WITH the white subpixel in place neither the Alienware nor the C6 is gonna match my 27R94 or S95F anyway. I already have 2 very bright displays as it is I don't need a 3rd.
| Display | 10% Window | 25% Window | 50% Window | 75% Window | 100% Window |
|---|---|---|---|---|---|
| 55" LG G5 OLED | Peak: ~2,300 - 2,500 Sustained: ~950 | Peak: ~1,200 Sustained: ~820 | Peak: ~710 Sustained: ~600 | Peak: ~540 Sustained: ~490 | Peak: ~471 Sustained: ~430 |
| 48" LG C6 (Tandem) | Peak: ~1,438 - 1,500 Sustained: ~800 | Peak: ~694 Sustained: ~450 | Peak: ~389 Sustained: ~300 | Peak: ~287 Sustained: ~250 | Peak: ~245 Sustained: ~180 - 200 |
| Alienware AW3926QW | Peak: ~1,300 Sustained: ~450 | Peak: ~650 Sustained: ~400 | Peak: ~380 Sustained: ~320 | Peak: ~340 Sustained: ~300 | Peak: ~300 Sustained: ~300 (Uniform) |
Current Tandem OLED monitors can exhibit "dirty blacks," vertical banding (often called Dirty Screen Effect or DSE), and near-black grain in dark scenes. These issues typically only appear in very dark, near-black content (<1 nit) and are generally caused by the electrical driving currents required to power the dual-layer OLED stack.
Key Characteristics of Tandem OLED in Dark Scenes
- Vertical Banding & DSE: Many users report visible vertical streaks or blotchy patches when displaying dark gray test patterns (e.g., 5% gray screens). While these patterns highlight the issue, it can occasionally be distracting in games or movies with dark, foggy, or shadowed environments.
- Black Crush: Due to the steep perceptual cliff at the bottom of the display's gamma curve, very low luminance levels can cause fine shadow details to completely collapse into true black, sometimes making it difficult to see dark-scene details.
- Grain & Noise: In near-dark content, some users notice a grainy or dirty texture. However, it is highly recommended to double-check the source material, as video compression and low bit-rate streaming often produce heavy artifacting in dark scenes that can easily be mistaken for monitor noise.
How to Mitigate & Test
- Break-in Period: Many uniformity issues, including banding and grain, frequently improve or disappear after a "break-in" period of roughly 100 hours of continuous use.
- Pixel Refreshes: Running manual pixel refresh/clean cycles (available in your monitor's OSD menu) helps the panel settle and can dramatically improve uniformity.
- Refresh Rate Tuning: Artifacting in dark scenes on Tandem OLEDs is known to be refresh-rate dependent. Some users have reported that lowering the monitor's refresh rate can lessen banding artifacts during dark content.
- Proper Calibration: Ensure your monitor's brightness is not set too low or your in-game gamma is not too high, as this exacerbates black crush.
============================================Current Tandem OLED TVs (like the LG G5, G6, and C6) can exhibit visible noise, grain, and "dirty blacks" or near-black banding in dark scenes. While OLEDs can achieve infinite contrast, they struggle slightly when resolving very low-luminance voltage steps (like dark gray to black).
Breaking Down the Dark Scene Issues
- Near-Black Noise ("Dancing Pixels"): Because the white subpixel is difficult to power precisely, panels will dither to represent low RGB values. In very dark scenes, this can appear as snow-like or "mosquito" noise.
- Vertical Banding ("Dirty Blacks"): The multi-layered panels used on modern Tandem and WOLED models can exhibit subtle vertical bands during dark, panning shots.
- Black Crush: Due to the steep perceptual gamma cliff in very dark areas, shadow textures can occasionally blend into a crushed, undetailed black.
How They Compare
- LG G6 and C6: Both models use LG's latest Tandem OLED technology and Alpha 11 processors, which feature 12-bit/13-bit color processing to dramatically smooth out banding and near-black artifacts compared to earlier generations.
- LG G5: As the preceding model, the G5 exhibits more noticeable dithering (snow-like noise) and black crush, though it maintains inky, vibrant contrast.
Mitigating the Issues
If you notice near-black noise or banding, several practices can help:
- Run a Pixel Refresher: These panels are prone to uniformity issues out of the box, but running a manual pixel refresh/cleaning cycle often clears up vertical banding.
- Adjust Shadow Detail: Slightly raising the brightness or using gamma/black floor offsets in your TV settings can push the darkest pixels out of the critical near-black range, revealing more detail.
- Source Material Matters: Much of what appears to be "TV noise" is often compressed streaming artifacts (such as from Netflix or Prime Video). Watching high-bitrate physical 4K Blu-rays minimizes this significantly
From yesterday:
View attachment 807953
So no red shift, no black crush, and HGiG works properly now. Supposedly an upcoming firmware will address some brightness issues on the G6. Looks like 2026 LG OLED owners are in good hands.
"Hi, unfortunately the grain is still there in dark scenes. I had the same problem on the G5, unfortunately it has never been solved."
Someone in that thread is claiming that the black issues (grain in dark scenes, specifically) are still there. He didn't say this part - but maybe the latest firmware reduced how bad it is, adjusting the curve to reduce how prominent it appears?.
.
As an S95F owner I'll just caution you that it's got it's own share of software issues. I didn't bother posting about them anywhere on here because there is no dedicated thread for it and there is probably only 1 or 2 other S95F owners anyway (Everyone else still seems to be on the LG CX) . Over the AVSForums though there are two dedicated threads on the S95F and you can learn more about the issues there. This is why I am keeping an eye on the 48 C6 myself since I might replace the S95F with it since it suits PC monitor use better due to the smaller size, RGWB subpixel structure, and I prefer glossy coatings. While the only downside I would be facing is a small hit to HDR brightness from 2000 nits down to 1500 nits which isn't too bad.
50" Bravia 7 ii? Of course you'd have to lose the oled blacks and pixel response.And I'm a color volume whore.
Since you've been deep-diving those AVSForum threads, any new thoughts on the 55" S95H versus the 48" C6? I've been wracking my brain, as they both have pro's and con's. The 48" C6 is a better size for the desk and glossy, but the S95H has much brighter HDR/volume but matte. And I'm a color volume whore.
I can't go back to matte. Glossy was a game-changer for me. I want the C6, but until the C2 I have now has any issues, I am holding off.Since you've been deep-diving those AVSForum threads, any new thoughts on the 55" S95H versus the 48" C6? I've been wracking my brain, as they both have pro's and con's. The 48" C6 is a better size for the desk and glossy, but the S95H has much brighter HDR/volume but matte. And I'm a color volume whore.
Oh man yeah that is a tough decision. I mean in terms of sheer picture quality it's definitely not gonna be close, real question is whether or not you can tolerate Samsung's polarizing design choice with the S95H along with the matte coating. As long as you can and you're willing to have another display for desktop/monitor use then I'd probably lean towards the S95H (that along with the upcoming 4K 360Hz QD OLED seems like the perfect duo IMO). The color bug on the S95H is confirmed to be fixed and I think they also managed to address the flashing blue artifact that occurs at 165Hz as well. If you absolutely only want to have a single display then I guess the 48 C6 is the better overall choice but it's still not optimal since refresh rate is on the low side and size is slightly on the larger end too. I'm going with the Alienware AW3926QW for my primary monitor use while keeping the S95F for any games where I just really need to have the best HDR.
TLDR: I say go with the S95H if you're willing to have a multi display setup, C6 if you really want a single display for everything. But since the C6 doesn't seem like the best overall choice for a single display setup I would lean towards multi displays.
I can't go back to matte. Glossy was a game-changer for me. I want the C6, but until the C2 I have now has any issues, I am holding off.
upcoming 4K 360Hz QD OLED
.it's still not optimal since refresh rate is on the low side
48 C6 is the better overall choice but it's still not optimal since refresh rate is on the low side
Lag Compensation & Visual Errors Matrix (Adjusted for Server Latency Floor) playing on a 128 tick server
Note: Even at 128 FPS, 140 FPS, or 160 FPS, your local client cannot bypass the laws of physics over the internet. You will still experience the base ~72ms temporal gap (caused by your network ping, server tick processing, and engine translation delays). Higher framerates only minimize your local hardware slice of that delay.
Client / Network Profile
(native/post-DLSS)Peeker's Advantage Vulnerability "Super Bullets" Compression Rubberbanding & Prediction Snapping Local Client Simulation & Frame Prediction Cons of the "Visual Lie" (Prediction Errors) 60 FPS Client (~100ms Total Window) Severe. Attackers see you instantly. You remain blind until their data clears your massive 100ms pipeline. High. Multiple fast server updates compress into a single slow monitor frame, causing instant-death illusions. Violent Snaps. Massive temporal gaps cause heavy divergence between local client prediction and server truth. Extrapolating in the Dark. Client must predict movement across ~16.67ms chunks between ticks. High likelihood of predicting completely wrong trajectories. Phantom Targets. Enemies appear to continue running in a straight line for multiple frames when they actually stopped or changed direction, causing you to aim at a "ghost." 80 FPS Client (~87ms Total Window) Moderate. Slightly reduced blind window, but still easily abused by high-framerate opponents. Medium. Less severe packet grouping, but rapid-fire bursts can still merge into single-frame deaths. Noticeable Skips. Jarring position corrections occur when your local engine syncs back up with the host server. Chunky Prediction. Client interpolates and predicts in 12.5ms intervals. Visuals feel smoother than 60 FPS, but prediction errors are still highly visible. Mismatched Hitboxes. The visual model of the enemy desyncs from their actual server hitbox during rapid strafing, making perfectly aimed shots miss entirely. 128 FPS Client (~72ms Total Window) Baseline Online Delay. Still suffers from the core ~72ms network/server gap. Attackers still hold a standard online advantage. Non-Existent. Frame loop matches server ticks, ensuring each distinct shot registers and displays independently. Micro-Stutters. Minor, tight position adjustments due to high-frequency, real-time data streaming. 1:1 Server Sync. The client simulation loop perfectly matches the 128-tick server interval (~7.81ms). The engine rarely has to predict "blindly." Standard Online Desync. Visual errors are minimized locally, but enemies will still micro-warp over the ~72ms network void during sudden, erratic direction changes. 140 FPS Client (~71ms Total Window) Server-Capped. Still bound by the ~72ms network/server floor. Network alignment is identical to 128 FPS; local rendering shaves off an extra ~0.7ms of visual delay. Zero Compression. Local loop outpaces the server tickrate, guaranteeing zero frame-level damage stacking. Instantaneous. Near-invisible micro-shifts since your local prediction state stays tightly locked to real-time. Micro-Prediction. Client outputs frames slightly faster (~7.14ms) than the server ticks. The engine predicts the sub-millisecond gap smoothly. Persistent ~72ms Void. You render smoothly between server ticks, but because you are still playing ~72ms in the past, rapid jiggle-peeking still causes enemies to minutely "shiver" when server data catches up. 160 FPS Client (~69ms Total Window) Local Edge Only. Still trapped behind the ~72ms network/server bottleneck. Network advantage equals 128 FPS; local rendering shaves off ~1.5ms of visual lag for faster muscle reactions. Ultra-Fluid. Local frames exceed server updates, ensuring absolute visual separation of distinct damage events. Flawless Recovery. Positional corrections are virtually seamless because your local state minimizes frame-time variance. Oversampling Optimization. Client predicts and renders at a rapid ~6.25ms interval. Local camera panning and player movement feel incredibly fluid. Fluid Disconnect. Your screen updates with extreme fluidity, but the underlying world data is still ~72ms old. Fast-moving items like thrown utility or ragdolls will look jittery when they snap back to the actual 72ms-delayed server timeline. LAN / Local Player (<10ms Total Window) Non-Existent. Zero network delay. Defending is perfectly fair, and holding angles is entirely viable. Pure Reality. Sub-millisecond local server transit completely prevents network damage grouping or packet stacking. Eliminated. The client and server remain in permanent lockstep, meaning the engine never needs to force a correction. Absolute Sync. Prediction systems are entirely redundant. The client receives raw physics data from the local host instantly. None. What you see is exactly what the server calculates. There is no "visual lie" because there are no missing network gaps to fill.
Real-World Latency Chart (Input-Lag Sensitive Perspective)
Visual Output Rate Underlying Engine Base Avg Latency (No Reflex) Avg Latency (Reflex ON) Hand-to-Eye Responsiveness (Sensitive Player) 80 FPS (Native) 80 FPS ~38.00 ms 12.50 ms Acceptable baseline (Borderline noticeable delay) 120 FPS (Native) 120 FPS ~26.00 ms 8.33 ms Ultra-snappy ("True raw input") 140 FPS (Native) 140 FPS ~21.00 ms 7.14 ms "Flawless" and "instantaneous" 160 FPS (Native) 160 FPS ~18.00 ms 6.25 ms Elite tier ("Perfect" direct response) 160 FPS (via x2 FG)
80 FPS Base ~48.50 ms 28.50 ms Noticeable Lag (Heavy mouse, unplayable for FPS)
240 FPS (via x2 FG)
120 FPS Base ~35.66 ms 19.66 ms ⚠ Passable (Fluid visuals, but feels "soft" or filtered) 280 FPS (via x2 FG)
140 FPS Base ~29.78 ms 16.78 ms Good (Minor input smoothing detected, but usable) 320 FPS (via x2 FG)
160 FPS Base ~25.00 ms 15.00 ms Great (Very hard to distinguish from raw input) 320 FPS (via x4 FG)
80 FPS Base ~56.00 ms 32.00 ms Severe Disconnect (Massive desync between eyes and hands)
480 FPS (via x4 FG)
120 FPS Base ~42.66 ms 22.66 ms Deceptive Sluggishness (Looks like 480Hz, feels like 45 FPS)
560 FPS (via x4 FG)
140 FPS Base ~36.78 ms 19.78 ms ⚠ Passable (On the absolute edge of feeling "mushy") 640 FPS (via x4 FG)
160 FPS Base ~32.00 ms 18.00 ms Good (Extreme visual fluidity masks the minor lag filter)
<....> I'm a color volume whore.
I agree about 165Hz but most screens higher are 32" 16:9 height or smaller. Higher would be great for blur reduction and motion definition gains, but it's not going to do much if anything for playing online games once you go past 160fpsHz.