The adapter does not support VRR at the moment.Not even a display port to hdmi 2.1 cord will work?
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The adapter does not support VRR at the moment.Not even a display port to hdmi 2.1 cord will work?
Those numbers for AC Odyssey are too high (I have clocked a lot of hours on that game). It's about 60fps average (70 for the 3090) at 4k on ultra. Some places in the game run a bit better of course but some places will also have you dropping lower. The benchmark on that game is actually good and representative of real gameplay.
But yeah even by lowering some settings VRR is critical to have a good 4k experience - and 120hz is plenty for the time being. Still wouldn't mind a super high hz mode for older games or competitive games I play on the lowest settings. Like Diabotical (arena shooter) I'm playing at 250fps on the CX right now with my 1080 ti.
For example a good server game with 128 tick servers and using interp ratio 2 (to avoid huge 250 ms hits on missed packets) would have 15.6ms interpolation + 25ms to 40ms (your ping). So say 41ms to 56ms just for your own actions not counting lag compensation between other players. Lets say 56ms for now on the higher 128tick servers (though most games are much longer tick). 56ms is 6.6 frames of time on a 120hz monitor at 117fps solid (8.5ms per frame). So you aren't seeing new world updates for every 6 or 7 frames, maybe worse in relation to syncing with your next local (8.5ms) frame draw.
On a more traditional 64tick , 22tick, or 12 tick online game the numbers go up by a lot:
128tick at interp_2 = 15ms + (25 - 40ms) ping = 40ms to 55ms ~~~~~~~~~> 5 to 7 frames before new action/world state data is show (at 117fps solid)
64 tick at interp_2 = 31.2ms + (25 - 40ms) ping = 56ms to 71ms ~~~~~~~~> 7 to 8 frames
22 tick at interp_2 = 90ms + (20 - 40ms) ping = 110ms to 130ms ~~~~~~~~> 13 to 15 frames
12 tick at interp_2 = 166ms + (20 - 40ms)ping = 186ms to 206ms ~~~~~~~> 22 to 24 frames
If you set interp_1 then the tick interpolation time would be halved (minus 1 frame, 2 frames, 5 frames, 10 frames respectively) - but any lost packet at all would hit you with a 250ms delay /8.5ms per frame = 29 frames.
Command Execution Time = Current Server Time – (Packet Latency + Client View Interpolation)
For reference, tick rates of some common online games:
Valorant: 128tick
Specific paid matchmaking services like ESEA: 128tick
CSGO ("normal" servers): 64tick
Overwatch: 63
Fortnite: 60 (I think, used to be 20 or 30)
COD Modern Warfare mp lobbies: 22tick
COD Modern Warfare custom lobbies: 12tick
Pricing is why... we're already in a place where the 55" was $1200 recently. Once you go lower the profits just dry up. I do have the Gigabyte Aero OLED these days so computer monitor usage is coming along. I do have the 55" CX and just sit further away than I normally would.This is a TV (LG cx48) I wholly agree about the dearth of monitors in that size range though.
Do a lot of people actually get high Hz monitors with the sole purpose of competitive gaming? I'd be very surprise if there were many that are on a level where that would make a significant difference. The only reason I make the point is because I've seen competitive players use 60Hz to no significant detriment (e.g. YouTuber Rocket League Gaming) and basically said that the major benefit of higher Hz really just comes down to preference of smoother motion. The idea that people should make their monitor purchasing decisions off the promise of "owning newbs" rather than what actually looks the best to me seems propagated by companies that are just trying to sell gimmicky monitors. That's why a lot of once high-end monitors (e.g. Acer Predator 27" 1440P 144hZ G-Sync) are pretty junky and have relatively poor IQ. Still many high end monitors are still like this, and get sold to impressionable gamers who's preferences are basically dictated to them by the companies they buy products from.I was just going from review sites but yes that is even farther away from 120fpsHz solid (8.3ms) or 117 capped (8.55ms) .
From what I looked up the tick rate of diabolical is 125 which is around 8ms per tick, or 8ms between each frame of updated game world delivered. There is more to the prediction code than that and in relation to other player's own server/tick rate relationships but in general while you could experience higher frame rates locally if you were at 200fps (solid for example) on a 200Hz monitor (5ms per frame) or 240fps solid on a 240Hz monitor (4.16ms per frame), unless you were playing on a LAN vs other players on the same LAN (and the game allowed higher local game server tick rates) you wouldn't be seeing any newer game world states any sooner from the server's 8ms world state slices including your opponents and teammates actions and location states among other things. You'd still get more blur reduction and motion definition locally which is appreciable even just from an aesthetic viewpoint though. Whether it would provide any actual benefit scoring wise would be debatable since that tick rate I quoted isn't even factoring in your ping times (+ ??ms) and using interp_2 (tick rate in ms x2) to avoid 250ms penalty on any packet loss.
Do a lot of people actually get high Hz monitors with the sole purpose of competitive gaming? I'd be very surprise if there were many that are on a level where that would make a significant difference. The only reason I make the point is because I've seen competitive players use 60Hz to no significant detriment (e.g. YouTuber Rocket League Gaming) and basically said that the major benefit of higher Hz really just comes down to preference of smoother motion. The idea that people should make their monitor purchasing decisions off the promise of "owning newbs" rather than what actually looks the best to me seems propagated by companies that are just trying to sell gimmicky monitors. That's why a lot of once high-end monitors (e.g. Acer Predator 27" 1440P 144hZ G-Sync) are pretty junky and have relatively poor IQ. Still many high end monitors are still like this, and get sold to impressionable gamers who's preferences are basically dictated to them by the companies they buy products from.
I would say it depends on the person. One of my friends plays no better at 144Hz than he does at 60Hz even though he can see the difference in overall smoothness and clarity. At 240Hz yeah there's definitely very few people who would significantly benefit from it. I think from nvidia's own research, wasn't the % difference in gaming performance going from 144Hz to 240Hz in the single digits? And I think that testing was done on professional players as well. Nothing really noteworthy for those of us who just play for fun and not for prize money. 240Hz looks better than 120Hz of course, but doesn't magically makes all of us better players.
Imho the last 2 comments nailed it. Professional Gamers playing for prize money in competetive shooters is the group that actually benefits from those extreme high refresh rate monitors.
For casual gaming and heck, even competitive racing it's completely irrelevant.
I was competitively into iRacing a few years back (would still be if time would permit it) and I was racing on triple-40" 60Hz 1080p TVs. Not once did I wish that I had a 360Hz 32:9 monitor.
For playing competitive shooters on the other hand I'd love to have my old CRT back. No LCD/OLED on the planet can currently match what my 30 year old CRT had to offer for that specific purpose - and that's the void those high refresh monitors (hopelessly) try to fill.
Right now I want a big fat gaming display for casual, relaxed gaming and a 120+Hz 8k HMD and a graphics card that could drive that for competitive racing. At least one of those wishes morphed from a unicorn into reality thanks to LG. For the other ones I just pray to the availability gods..
128tick at interp_2 = 15ms + (25 - 40ms) ping = 40ms to 55ms ~~~~~~~~~> 5 to 7 frames before new action/world state data is show (at 117fps solid)
64 tick at interp_2 = 31.2ms + (25 - 40ms) ping = 56ms to 71ms ~~~~~~~~> 7 to 8 frames
22 tick at interp_2 = 90ms + (20 - 40ms) ping = 110ms to 130ms ~~~~~~~~> 13 to 15 frames
12 tick at interp_2 = 166ms + (20 - 40ms)ping = 186ms to 206ms ~~~~~~~> 22 to 24 frames
If you set interp_1 then the tick interpolation time would be halved (minus 1 frame, 2 frames, 5 frames, 10 frames respectively) - but any lost packet at all would hit you with a 250ms delay /8.5ms per frame = 29 frames.
Command Execution Time = Current Server Time – (Packet Latency + Client View Interpolation)
For reference, tick rates of some common online games:
Valorant: 128tick
Specific paid matchmaking services like ESEA: 128tick
CSGO ("normal" servers): 64tick
Overwatch: 63
Fortnite: 60 (I think, used to be 20 or 30)
COD Modern Warfare mp lobbies: 22tick
COD Modern Warfare custom lobbies: 12tick
I'd just like to point out again that professional gamers in studio competitions play on LAN games vs other players on the LAN.
Most of the test I've seen, including a big linus one with 3 different people including linus taking turns playing, were comparisons of local (LAN) gameplay I think, running the same map over and over vs bots to see the exact same timings as a bot crosses a blind corner's threshold.
Once you frame it in online gaming you have to factor in
--- the online latency/ping (15ms - 25ms best case for most people if the server even allows you to choose manually??) data transmission relationship to and from server
.... + server code/prediction intlerp at around 15ms to start with outside of your ping on a 128tick servver (most game's servers are much longer ticks so 30ms+ in those cases)
....everyone elses action states with their own latency compensations
....the quality of the game/server's net code
Command Execution Time = Current Server Time – (Packet Latency + Client View Interpolation)
You are probably at multiple frames of local fpsHz between when you can see the actual server state "slice" get updated. That also goes for when your actions and positions resolve to everyone else. The net code can do some trickery but in raw numbers lets say for example you are playing a 128tick server and you aren't willing to risk a 250ms disconnect penalty for any lost frames so are using interp_2 (the default).
That would mean 15ms interp + say 25ms ping (being generous) = 40ms between server state updates, which is 5frames at 120fpsHz solid or 5.8 ~ 6frames at 144fpsHz..
So I highly doubt it matters from a scoring perspective. When even a 125 tick or 128tick server is serving you world state slices multiple frames behind your display's own fpsHz even at a solid 120fpsHz or 144Hz I think it's more about aesthetics. And a lot of game's are a lot longer ticks than that.
TFTCentral review seems to suggest the same settings I have been using which were based on Rtings.com review recommendations. I would advice not using the R, G, B settings they recommend because those vary panel by panel. I had to turn down G and B slightly instead.
Pretty much what I say. Simon knows his shit and I do too.
Really hoping we don't need to wait till after Hopper/RDNA3 to get those 4K frames locked above 120fps. Let's see what Hopper/RDNA3 MCM design can do, who knows, maybe it will blow monolithic die designs out of the water.120Hz is definitely plenty for now. In a few more GPU + CPU cycles we will have hardware that's capable of doing over 120fps at 4k and hopefully LG will have 240Hz OLEDs by then.
Just go my CX48 and it's defaulting to 350% in the "change the size of text, apps, and other items." At this scaling, txt is super sharp but way too big. However, if I drop it down to anything less, I can start to notices some fuzziness around the txt. What is everyone running at?
Done all that. Why is it so huge?1. Make sure you are running 444/RGB chroma with the latest firmware update. Older firmware downsampled to 422 (At 120Hz, 60Hz is fine).
2. Make sure you have screenshift disabled.
3. Make sure you have the input labeled as PC in order for text to display properly.
Done all that. Why is it so huge?
Man coming from years of LCD use to OLED, i'm not sure how I feel about everything looking so dark and blackish, the whites (in explorer and brower windows) seem subdued. And I've got the brightness turned up to like 80! Does it just take a while to get use to?
If you want whites in Windows to sear your retinas just enable HDR and don't turn the SDR content slider in the HDR options down, lol.Man coming from years of LCD use to OLED, i'm not sure how I feel about everything looking so dark and blackish, the whites (in explorer and brower windows) seem subdued. And I've got the brightness turned up to like 80! Does it just take a while to get use to?
I thought you want to keep "Play hadr games and apps" slider to on? Where is the SDR content slider?If you want whites in Windows to sear your retinas just enable HDR and don't turn the SDR content slider in the HDR options down, lol.
Your brightness or OLED light level is 80? The OLED light setting in particular can have a huge effect. Mine's set to 25, and yeah it took a little getting used to but at night any setting much higher than that would cause me to squint when white windows were displayed, lol. And the default setting was eye-searing. But, I was coming from a previous OLED, not an LCD. If you've been running your LCD at an extremely high brightness then maybe that's it. But I assure you this thing gets PLENTY bright for most people unless your room lighting is insane or something. Check your picture mode settings and also maybe cycle through the different picture modes to see what they look like.
Do you still have oled blacks at 60 brightness? If so which model? Or do you sacrifice the blacks for calibration?This is what I'm running:
Picture mode - Game
Oled Light 100, Contrast 100, Brightness 60, Sharpness 5, Color 55, Tint 0, Dynamic Contrast Low, Dynamic Tone Mapping Off, Super Res Off, Color Gamut Auto, White Balance Warm 1
In Picture Options, I seem to like Black Level High
Energy Saving Off
Eye Comfort Off
HDMI UHD Deep Color On
What font size scale are you running? 100%?150%?
Do you still have oled blacks at 60 brightness? If so which model? Or do you sacrifice the blacks for calibration?
I also run 100 contrast game mode (this seems necessary to mitigate black crush), and then brightness 51. brightness 52 and up no longer provide total black on my 55cx, but rather dark grey, similar to plasma. (which is probably fine in a somewhat bright room).
I'm just curious if you really have oled blacks over 51 brightness? I don't. 100 contrast 52 brightness for me kills blacks. 100 contrast 51 brightness still has oled blacks.This is for the just received cx 48" and I'm using it purely as monitor for gaming.
I've got the same issue....was using a B7 with a C9 and now a C9 with a CX in the same room. I switched to using Alexa to power on/off the "tv" and i just press the button on the bottom of the "monitor".So when my wife turns our 55" off, my monitor turned off too! WTH - any workaround?
This is what I'm running:
Picture mode - Game
Oled Light 100, Contrast 100, Brightness 60, Sharpness 5, Color 55, Tint 0, Dynamic Contrast Low, Dynamic Tone Mapping Off, Super Res Off, Color Gamut Auto, White Balance Warm 1
In Picture Options, I seem to like Black Level High
Energy Saving Off
Eye Comfort Off
HDMI UHD Deep Color On
What font size scale are you running? 100%?150%?
Again, this also happens on a 2070Super for me on .20 and .25FW if I mess with VSync on/off after starting a full screen game.Oofff just tried COD MW with the setup (CX48 & 3080) and frames all over the place 81-110 and stuttering like crazy which made it unplayable (4k120, 444, 10b). Guess same issue as all the others...
Slider Value = ((Target Nits * 1000 / 80 ) - 1000) * 100 / 5000