forcing 120Mhz in games

Adjusting BENQ Blur Reduction and DyAc (Dynamic Acceleration) including Blur Busters Strobe Utility. Supports most BenQ/Zowie Z-Series monitors (XL2411, XL2420, XL2720, XL2735, XL2540, XL2546)
juice99
Posts: 26
Joined: 30 Dec 2014, 20:07

Re: forcing 120Mhz in games

Post by juice99 » 07 Jun 2015, 19:37

so, should i keep GPU scaling off or should i change it to on?

Falkentyne
Posts: 2795
Joined: 26 Mar 2014, 07:23

Re: forcing 120Mhz in games

Post by Falkentyne » 07 Jun 2015, 20:10

Doesn't matter if it's on or off, TBH, if you're using native resolution (1920x1080), gpu scaling on or off doesn't matter at all, they're the same thing. If you want lower resolutions scaled by the monitor (1024x768@120hz, etc) and use the monitor OSD to set the aspect settings, turn gpu scaling off. If you want the video card drivers to handle everything (the monitor will then report 1920x1080 for every lower resolution), then turn gpu scaling on.

There were some issues with the Nvidia drivers, where "Display - no scaling" (same as AMD's GPU scaling off) was missing from a bunch of drivers, and others where GPU scaling (which is why people wanted Display-No Scaling) added ridiculous amounts of input lag. Never saw this with AMD catalyst drivers, though.

Note that the monitor OSD scaling options (not 1:1), especially the screen size emulation settings, do add noticeable input lag

juice99
Posts: 26
Joined: 30 Dec 2014, 20:07

Re: forcing 120Mhz in games

Post by juice99 » 26 Jun 2015, 08:51

now i have the same problem (stuck in 60Hz) and 1920x1078 trick doesn't work. game is Dark Souls 2

I even tried downloading some mods for the game that have something to do with downsampling and allowing to tweak resolutions etc. (GeDoSaTo mod) http://blog.metaclassofnil.com/?page_id=582 , i changed Hz in it's ini from 60 to 120 and tested on 1920x1080 but it's still 60Hz...

With anti-Blurring on, 60Hz causes real eye strain to the point that afterw few minutes me eyes hurt. Probably i could just turn off this anti-blurring effect in monitor options, but i would prefer to play it in 120Hz..

it might be capped at 60fps, but it shouldn't stop me from running it in 120Hz i suppose.

juice99
Posts: 26
Joined: 30 Dec 2014, 20:07

Re: forcing 120Mhz in games

Post by juice99 » 26 Jun 2015, 09:52

after few hours of fighting i found out to make this stupid game work with this trick i have to first run it in 1920x1080 fullscreen, then change to 1920x1078 fullscreen. ALT-TAB, go back to game and it's working. BUT if i close the game and run it again, it will start in window mode (even though in settings it's set to full screen). So every time i run the game, i have to change to 1920x1080 to make it fullscreen, then change it to 1920x1078, then alt-tab and come back and i have 120Hz. (at least i see everything brighter and due to my tweaks in CRU i assume that if i see everything brighter and no flickering it runs @120)

dvz
Posts: 5
Joined: 26 Jun 2015, 01:43

Re: forcing 120Mhz in games

Post by dvz » 26 Jun 2015, 18:55

I had a similar issue when i flashedy firmware to v2. It appeared to be 120 but in the monitor itself was only showing 60 all the time. This was in games an in windows.

The benq pilot program was showimg it as 120 however and to test in games i turned om vsync to see if the fps matched the 120 which it did. Dont k ow if this is related to gour problem but thats my similar experience.

Falkentyne
Posts: 2795
Joined: 26 Mar 2014, 07:23

Re: forcing 120Mhz in games

Post by Falkentyne » 26 Jun 2015, 19:23

As I explained many times (and in a post just below), the OSD reports 60hz when a vertical total tweak is used. This is NOT the refresh rate. It's the backlight pulse widths that are used for blur reduction. OSD reporting is not accurate.
1152x864 @ 100hz (standard resolution if you enter it as a standard table custom resolution in ToastyX "CRU"; don't use the default windows one as that's scaled from 1920x1080) without a VT tweak (since this is a dropdown standard resolution in CRU) is reported as 1152x870 @ 75 hz. Yes 870.

This behavior was apparently fixed in the XL2430T.

juice99
Posts: 26
Joined: 30 Dec 2014, 20:07

Re: forcing 120Mhz in games

Post by juice99 » 26 Jun 2015, 19:53

doesn't change the fact that it's almost impossible to get 120Hz in some games. especially console clones that are probably capped at @60Hz anyway. my solution seems 'stupid' to me, so the fact that the game starts in windowed mode that cannot be changed with alt + enter into full screen doesn't make any sense... and that i have to change it to 1920x1080, then back to 1078 and then alt-tab....

Falkentyne
Posts: 2795
Joined: 26 Mar 2014, 07:23

Re: forcing 120Mhz in games

Post by Falkentyne » 26 Jun 2015, 20:44

But that isn't a monitor issue. That's a video card driver/directX issue.

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masterotaku
Posts: 436
Joined: 20 Dec 2013, 04:01

Re: forcing 120Mhz in games

Post by masterotaku » 27 Jun 2015, 02:12

juice99 wrote:doesn't change the fact that it's almost impossible to get 120Hz in some games. especially console clones that are probably capped at @60Hz anyway. my solution seems 'stupid' to me, so the fact that the game starts in windowed mode that cannot be changed with alt + enter into full screen doesn't make any sense... and that i have to change it to 1920x1080, then back to 1078 and then alt-tab....
It's the DirectX 11 version, right? If it is, you can't use GeDoSaTo to force refresh rates. One thing you can try is borderless fullscreen. I don't like it, but it makes everything work at your desktop refresh rate. Although DS2 is capped at 60fps, I think.
CPU: Intel Core i7 7700K @ 4.9GHz
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