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but who does it better?From Mikejl over on avsforum's 900D owner's thread :
but who does it better?
So, do we still not have a confirmation about the actual panel in the QN900D being 240 hz? It seems like it would infact still be a 120 hz panel, probably even the same panel as last year, but with added "CPU power" to allow it to accept a 240 hz input.
At least the Rtings views usually confirm that most of the initial reviews for every new high end Samsung is basically BS, remember how the early ones for the QN900D claimed no blooming/haloing, more dimming zones etc. etc.
The TV has decent lighting zone transitions. Unfortunately, the leading edge of bright highlights when they quickly move across the screen is visibly dimmer, and there's very noticeable haloing.
When the TV is set to Game Mode, its local dimming performance is slightly worse overall, with more noticeable blooming and zone transitions.
It only has 1,344 dimming zones, which is a big problem for a TV that size. It needs at least triple the number of zones.Rtings Review quote: Samsung QN900D 8k QLED Review (QN65QN900DFXZA, QN75QN900DFXZA, QN85QN900DFXZA)
also, typical of samsung FALD gaming tvs apparently:
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I guess that is sort of expected of FALD LCD gaming tvs though. Pros and cons.
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It only has 1,344 dimming zones, which is a big problem for a TV that size. It needs at least triple the number of zones.
Ironically, the reason I switched from using an OLED as a PC monitor to an 8K LCD was also the fact that the OLED had too few dimming zones despite having a few million of them.It only has 1,344 dimming zones, which is a big problem for a TV that size. It needs at least triple the number of zones.
How's the sub 50fps 8k gaming treating you fellas?
Personally I have zero interest in 60fpsHz gaming on any resolution.
I think it depends a lot on the game. Fast paced games tend to be better with high framerate, while slower pace eye candy games I'm fine with 60 fps. I even played the PS5 version of God of War Ragnarok at the 40 fps setting because it didn't look janky like the 30 fps mode, or blurry vaseline like the 60 fps mode.Not at 8k, but at 4k I go back and forth on this so hard. I love high frame rates... but I love eye candy too. I've been playing Hitman lately and it has some Ray Tracing in it, but they didn't really spend much time optimizing it, it was an addon. Many games they'll do things like only raytrace certain reflections, or use lower rez samples (more blurry but faster) and things like that. It does, it basically replaces SSR and does so at full rez. Net effect is that it can be REALLY heavy on FPS. In small scenes without lots of reflective stuff it isn't bad but in some areas it tanks it. Without RT game runs at the monitor's refresh rate most of the time and is buttery smooth. With it on, it drops a lot, sometimes well below 60.
Yet I find myself toggling it on and off. I like the smooth FPS... but man I really like the way the better reflections make materials look. Usually, I put up with the lower FPS unless it gets REALLY bad in an area then I turn it off.
In Alan Wake 2, my GF and I decided to just leave it cranked all the way. It looks SO NICE with the high-end RT setting. It really punishes FPS but we've decided it is just worth it.
I like smooth motion, but man the eye candy...
Agreed, I had also hoped that the QN900D was really 240 hz but has always had a suspicion it might not be. Unless Rtings change their current statement, I guess we can conclude that it is still only 120 hz, ie probably the same panel as before.I'd really like a larger 240hz screen, and higher than 4k. 32" 4k isn't going to cut it for me.
I guess there is still hope that things like the 57" 4k+4k super ultrawides and samsung arks will be released someday in large sizes and higher resolutions, maybe with dp 2.1 at 80 Gbps in the long run.
I think in the longer run, XR glasses should get 4k per eye and eventually higher too, hopefully 8k per eye (stereoscopic "3d", so would only be a singular 4k or 8k space in the glasses). Currently they only do 1080p per eye at 120hz and aren't as polished and functional overall as they could be down the road.
Agreed, I had also hoped that the QN900D was really 240 hz but has always had a suspicion it might not be. Unless Rtings change their current statement, I guess we can conclude that it is still only 120 hz, ie probably the same panel as before.
As I understand it, there would still be marginal gains feeding it with an input signal higher than native refresh rate, but compared to an actual 240 hz panel (and pixel response times to match it), those are probably marginal at best. A 240 hz input signal, I guess it might in fact turn into some kind of frame doubling even if the panel is only 120 hz, at least that the image available to draw once the panel is ready would be fresher than at 120 hz. But if that is something a normal person would actually be able to notice...not so sure. Would seem reasonable to assume that the QN900C, said to be 144 hz, would then also only actually be 120 hz with regards to panel refresh rate.
So the Neo G9 57" is probably the one to get for mainly fast paced 4K+ gaming at 240 hz, as could be expected.
I'd really like a larger 240hz screen, and higher than 4k. 32" 4k isn't going to cut it for me.
These are pretty much what I'm waiting for. The Samsung G95NC superultrawide does not seem to go low enough in price here in Finland to be worth it, and at this point could just wait for these so I can avoid Samsung's quirks.
Frame doubling on sample&hold display won't improve motion clarity.Redrawing the same frame twice (or using flicker), will still cut the sample-and-hold blur down by twice as much, but it won't add any motion definition or motion smoothness, as it's just flipping a page in an animation book to a page that has the exact same image on it.
So in the case of frame doubling, it would gain 2x the motion clarity/blur reduction but no increase in motion definition, pathing articulation, and animation cycle detail/fluidity. If it's instead doing any kind of flicker, that would probably lower the perceived brightness like BFI does - which is a bad thing for HDR gaming. Flicker could also potentially have some kind of crosstalk and artifacting with VRR, depending how it was done.
It really doesn't make that much difference on my 360Hz OLED for motion clarity if I run monitor at 360Hz or 60Hz if game runs at 60Hz.
Frame doubling on sample&hold display won't improve motion clarity. It can at most help LCD panels with their overdrive trickery. LCD panel can also positively react to double scanning even without overdrive but its LCD specific effect and something like perfect sample&hold (OLED? not quite but much closer to perfect than any LCD...) should lack any difference.
Plot thickens as Rtings have now updated their answer, in a way that I interpret that the panel is actually capable of doing 240 hz at lower resolutions, not just accepting it as an input signal. Fingers crossed that they don't change their mind again "
Posting what Improwise said on avsforum.. Make up my mind lol..
View attachment 682305
edit: RTings gave him this article link to reference - - https://www.hdtvtest.co.uk/news/samsung-s-qnd-900-mini-led-supports-4-k-at-240-hz
According to that, DLG (Dual Line Gate) works by halving the vertical resolution, which up until now, meant 1080p limit pushed on a 4k native screen. With 8k, they are suggesting that the 900D can do the same thing with a 4k 240hz signal to a 8k 120hz panel.
I don't think its 100% confirmed by anyone yet., just textual take comments in articles and the Q&A at the bottom of the RTings 900D review page that improwise has been doing all of the legwork on (thanks btw).
It's not scaled up, it scans out one line twice (at once), then the next line twice, all the way down. This effectively retains the full image height while halving the scan time (and resolution). IOW 8192 (or so) lines turns into 4096 fat lines.As I understand it, this DLG tech, actually only processes half the supported resolution (at least half of the lines) to achieve its "fake" refresh rate. But then that fake 4K@240hz is upscaled into 8K on a 120 hz panel as you can't disable scaling on the Samsung 8K models. Or am I missing something here?
I think you misunderstood. There is no 1:1 pixel mapping on Samsungs 8K models and it will always scale every 16:9 resolution to full screen / native resolution. That is on top of that DLG thing I would imagine, as it seem to happen for all 16:9 resolutions regardless of refresh rate etc.It's not scaled up, it scans out one line twice (at once), then the next line twice, all the way down. This effectively retains the full image height while halving the scan time (and resolution). IOW 8192 (or so) lines turns into 4096 fat lines.
Assuming that article on DLG is accurate, anyway.
Yeah, I was thinking 8k240 for some reasonI think you misunderstood. There is no 1:1 pixel mapping on Samsungs 8K models and it will always scale every 16:9 resolution to full screen / native resolution. That is on top of that DLG thing I would imagine, as it seem to happen for all 16:9 resolutions regardless of refresh rate etc.
That is probably my main frustration with them, including my QN900C. If that had been there, you could basically have had a virtual 32" 4K monitor in the center of the screen.
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Samsung Motion Rate 120, Sony MotionFlow 960, LG TruMotion 240, etc.
Now Samsung "Motion Xcelerator 240Hz" (Xcelerator was not a typo lol).
From samsung's 900D product page:"⁴240Hz is limited to 4K resolution and requires compatible content connection from compatible PCs. Motion Xcelerator 240Hz is sometimes called Motion Xcelerator Turbo 8K Pro.".
Though, it's named that for the 144hz mode on the 900c too, and that is native 120hz/144hz supposedly. Same kind of naming conventions on 1080p/1440p 120hz being capable on 4k 60hz tvs in the past also.
https://www.tomsguide.com/reviews/t...24-hands-on-review-brighter-bigger-and-better
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The TCL M8 screens are native 120hz. They use a game accelerator mode to cut the vertical rez in half to hit 240hz.
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From somone's reddit reply, which I had in the previous quote:
Apparently it doesn't cut the resolution in half, it just cuts the *vertical* resolution in half. So 3840*2160 becomes a very weird 3840*1080.
TCL have implemented this "motion accelerator" on a few of their native 120hz/144hz panels, too (specifically, I'm looking at the TCL 65C745K, which might be EU/UK-exclusive - I know I had trouble finding any retailers carrying 120hz TCL models widely available in America over here when I was making notes of what was available some time last year. This one does 120hz, 144hz and this weird 3840*1080@240hz).
My main concern is that the 240 hz effort seems to be mostly focused on "yet another sticker" rather than actual improvements. That said, it is probably hard to blame Samsung considering that 8K is such a small market to begin with, and most buyers probably would not even notice a difference between real 120 hz and 240 hz (and honestly, neither might we in many cases). And then of course you have the matter of few LCDs that can really keep up with 240 hz anyway. Would imagine that most gaming done on these TVs are console based as normal people don't tend to put them on desks, and AFAIK, 240 hz gaming is not even a thing on those.Some manufacturers halved the vertical on some screens in the past I guess, which we discussed as a possibility in the thread on several occasions . . . but that's not necessarily a bad thing because on a 8k screen that is still a ton of detail even if cut to 4k horiz + vertically.
. . 900D 240Hz mode when fed high enough fps is supposedly getting 240fpsHz gains of motion clarity (blur reduction, especially of FoV movement blurring entire screen), so arguably somewhat less detail lost in dynamic gaming like FoV movement at speed. 4x less smeary than 60fpsHz average, 2x less blur than 120fpsHz, when pushing 200fps average or more.
. . plus supposedly 240fpsHz gains in motion definition (more dots per dotted line curve ~ pathing articulation, more unique action/animation state pages in an animation flip book that is flipping faster).
. . appreciably low input lag, and more frames allowing you to see action updates twice as often as 120fpsHz (*not so in online game server mechanics really*), and allowing you twice as frequent windows to act, redirect, etc. (*not necessarily how it pans out in online game server mechanics there either*)
I don't know if we'd know for sure that the 900D's 240Hz 4k mode can deliver that until someone like RTings, HDTVtest, TFTCentral ,etc. or someone else records with a very high shutterspeed camera in order to determine if for all practical purposes every one of the 240 frames is being drawn, and is being drawn with a --new, unique-- action state/movement position/travel coordinate for whatever is moving on the screen.
Some earlier mentions I made in this thread of halving the vertical rez :
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There are no input lag improvements according to Rtings review though. Some values are a bit better, others a bit worse compared to the QN900C, all within margin of error I would believe. As Rtings wrote themselves, "We’re not totally sure why the input lag is a bit higher than the QN900C, but it’s very possible that Samsung added some extra processing to the TV that drives those numbers up a bit."Even if there is some trickery involved in driving panel on QN900D in its 4K@240Hz mode it should not matter that much for as long as there is input lag reduction and better than 120fps motion clarity. It is not like its 4K panel which fakes 240Hz with 120Hz timings. More like "we don't know how Samsung achieved it but there are some ways to achieve higher refresh rate without actually driving panel faster" kind of situation where also these tricks that reduce resolution are used on panel with higher resolution. Faking 4K@240Hz on 4K panel would certainly need some compromised but on 8K? Still compromises but probably less visible. Also less visible because it is already quite blurry VA panel and not OLED. And it is not certain they had to use any tricks. Displays are LCD matrix + electronics on the panel itself + electronics driving this electronics. We have no idea if panels in QN900C could support 240Hz or not and we don't know if Samsung changed something about panel's internal electronics. Mayne they didn't feel the need to change/improve LCD tech itself but used better electronics across the board? For now it is as likely as accusations of using some interlacing trickery or whatever this DLG tech is.
I was specifically referring to 4K@240Hz vs 4K@120Hz which is 5.1ms vs 8.2msThere are no input lag improvements according to Rtings review though. Some values are a bit better, others a bit worse compared to the QN900C, all within margin of error I would believe. As Rtings wrote themselves, "We’re not totally sure why the input lag is a bit higher than the QN900C, but it’s very possible that Samsung added some extra processing to the TV that drives those numbers up a bit."
So it seems to come down to if there is actual improvement of motion clarity, which it would of course be with a true 240 hz panel (if people could notice it is another question though).
This is actually in itself quite weird, as the 900C at 4K@120hz has a much lower input lag than the 900D. In fact, the 900C at 4K@120hz is almost as fast as the 900D at 4K@240hz which kind of got me started on this quest to find out whats really going on.I was specifically referring to 4K@240Hz vs 4K@120Hz which is 5.1ms vs 8.2ms
Otherwise yes, you are right that QN900D is a step down where it comes to input lag. 6ms for 4K@120Hz is quite a bit better than 8.2ms - or maybe not something that is terrible but still tiny bit worse for new model which is a shame.
This is my take away as well, marginal improvements according to the numbers it seems, especially for 120 hz which seems to be worse, which would then be a downgrade for console users.That said with measurements on hand even if Samsung implemented this 240Hz without any tricks with its increase of latency 60 and 120Hz modes and seemingly zero improvement in the panel tech otherwise I would hardly say it could be considered an upgrade. I would hardly say it made sense to get newer model than yesteryear's bargain price model. If the price was the same then... for PC gaming specifically I would say newer model with 240Hz should be an improvement. For console gaming of course it is not.
BTW. With that in mind IMHO 240Hz monitor with say 10ms input lag vs 120Hz monitor that also measures 10ms you should still get LESS input lag in 240Hz mode in an actual game. This is due to how rendering works and queues in GPU and other things related to pushing frames. Less so if you don't quite hit 120fps and run VRR .
BTW. With that in mind IMHO 240Hz monitor with say 10ms input lag vs 120Hz monitor that also measures 10ms you should still get LESS input lag in 240Hz mode in an actual game. This is due to how rendering works and queues in GPU and other things related to pushing frames. Less so if you don't quite hit 120fps and run VRR but the moment you hit 120fps and run v-synced you are much worse overall latency-wise than if you ran the same game on 240Hz screen even with frame rate limiter at 120fps - let alone allowing oneself to hit >120fps.
Online gaming also uses buffered frames and speculative prediction, (around 2 frames on the server and 3 frames on the client in the case of valorant) , has queuing and tick rates in it's simulation of "real time", plus it delivers biased results based on the flavor of the netcode decisions made by the developer.
The highest tick servers are 128 tick , 128Hz, 7.8ms, but -
"Frames of movement data are buffered at tick-granularity. Moves may arrive mid-frame and need to wait up to a full tick to be queued or processed."
"Processed moves may take an additional frame to render on the client."
If you are running higher fpsHz minimums than the tick rate of the server, e.g. well over 128fpsHz on valorant, (I'm guessing probably something like 180 or 200fpsHz average to be safe), you will lower how much out of sync you are from the server, but it's still a **minimum of 72ms of "peeker's advantage" on 128tick servers** according to the valorant networking article referenced in the quote below. The size of the rubberband/gap, and thus the "peekers advantage" for 60fpsHz players on valorant's 128tick servers is \~100 ms. Lower tick servers, like 60 tick would be even worse. Hard to believe some servers are still running much lower ticks in the 20's. That and, some games net code might not be as optimized on top of that.
There is a lot more to it but your local input lag has to go through a lot more machinery. What you see is not what you get in online gaming so while low input lag is nice, it's not a 1:1 thing how it's processed, or even what you think you are seeing in the first place at any given time to act on as far as the server is concerned in online gaming as opposed to local gaming and LAN gaming/competition.
I did some tests and to me 240Hz mode is where I stop being able to tell difference between V-Sync and still remaining within VRR range. Maybe if I spend more time training myself in this art of mental ilness that is being bothered by input lag but for now I find 200+ frames per second a sweet spot. Higher is better but I might just as well focus on more details because my lazy eyes don't want to track objects that are too fast.You can cap your frame rate a few fps below the peak rate of your monitor so you don't trigger v-sync like you said, so v-sync shouldn't be an issue since you can usually set caps on a per game basis.
Ideally displays just refresh pixels as they receive them - just like CRTs did and how most monitors actually do it.Your overall response to game action, from an outside observer standpoint, should be faster when you are actually seeing newer action states of a game rather than seeing 1/2 that frame rate running with a Hz higher than it. For example seeing 120fps vs 240fps on a 240Hz capable screen. You should be seeing new action states 2x sooner when running 240fpsHz on said screen. (Mental forecasting, intuition, team dynamics and communication set aside for the moment) - You can't react to what you haven't seen yet so you are already ahead time wise vs yourself in the same scenario where you are instead seeing half of the frame rate. I do understand that higher redraws means "2x" as many windows for action to register though. That's why low latency game modes some tvs have lower input lag when they double 60fps (e.g. consoles) to 120fpsHz on 120hz gaming tvs. The do not show any new, more recent motion states to react to though.
I would say to just get fast monitor like 360Hz or even 480Hz (there is 1440p 480Hz WOLED monitor) and use VRR.If you are using VRR, the screen's hz is lower when your fps is lower. Most people aren't running without VRR so that they can get somewhat lower input lag (with their screen always running at the max Hz), since that causes stutter/judder, visible de-synced issues. I'm sure some few do run their screen at max Hz without VRR, but I don't see why you would bother if you are not exceeding the Hz of the screen by a considerable margin in your fps lows and minimums. If you are running csgo or LFD2 or Quake or something like those, the frame rate would probably massively exceed that hz of a 120hz or 240hz screen. In that case, running without VRR would make sense, but you wouldn't be at 120fps on a 240hz screen in that kind of scenario.
online gaming, input lag