Best* Monitor for fixed 1080p 60hz inputs? (Consoles, etc.)
Posted: 01 Jun 2017, 13:46
Hi,
Strange question, but I don't see much information on this on the net. I'm looking for an ideal monitor (24in ~ 27in diagonal display size would be fine) for fixed 60hz inputs. In other words, ideal monitors with low input latency, possibly a ULMB option, for HDMI signals at 1920x1080 @ 60hz (or sometimes even 30hz, depending on the console and game). The resolution is a fixed thing; it's got to be 1080p to avoid interpolation of non-native display sizes, so no, 2560x1440 @ 144hz monitors wouldn't be ideal.
Why? Well I've preordered an Analogue NT Mini recently with the intention of running it via HDMI to an ideal monitor (as I don't quite have enough room to get a PVM/BVM or CRT in general), but it just hit me now that the monitor market doesn't quite cater to fixed 1920x1080 60hz inputs anymore. High refresh rates/ULMB/Gsync, etc. is discussed to death and there's tons of great options for monitors for PCs (which is one of the few applications where you can get video output of greater than 60hz). So while I'm aware of great options for PC gaming, it eludes me as to what kind of display would be most ideal for an Analogue NT Mini, or any other fixed 1920x1080 60hz signal for that matter. (Ex: Any classic console hooked up through a Micomsoft XRGB Framemeister, modern consoles like PS3, Wii, Xbox360, or live HDMI feed out of a camera/camcorder recording at 1080p@60hz, like a GoPro, etc.)
My understanding is this:
Additionally, are there even any monitors that support ULMB for 60hz inputs? (Understandably it adds a few ms of input lag, but would like to have this as an option in the event that it works out well games that aren't particularly fast-paced, such as a turn-based RPG, like Final Fantasy 6, on a classic console.) And if not, is there any kind of device on the market that could take a 60hz signal and interleave black frames in-between source frames, as a pseudo-ULMB function, to reduce display persistence as it outputs a 120hz/240hz signal? (This could then open up 1920x1080 120hz/240hz monitors as much more palatable options as it would then be receiving a signal at native refresh rates.)
I have found resources such as this: https://displaylag.com/display-database/, but I cannot vouch for its accuracy. It reports IPS-type monitors as having 9ms of input lag, which while possible as IPS panels result in worse pixel response times (not necessarily input lag which is a different thing), I can't vouch for its authenticity, nor does the list make any mention of motion blur testing.
Thanks for any advice or experience you can share.
Strange question, but I don't see much information on this on the net. I'm looking for an ideal monitor (24in ~ 27in diagonal display size would be fine) for fixed 60hz inputs. In other words, ideal monitors with low input latency, possibly a ULMB option, for HDMI signals at 1920x1080 @ 60hz (or sometimes even 30hz, depending on the console and game). The resolution is a fixed thing; it's got to be 1080p to avoid interpolation of non-native display sizes, so no, 2560x1440 @ 144hz monitors wouldn't be ideal.
Why? Well I've preordered an Analogue NT Mini recently with the intention of running it via HDMI to an ideal monitor (as I don't quite have enough room to get a PVM/BVM or CRT in general), but it just hit me now that the monitor market doesn't quite cater to fixed 1920x1080 60hz inputs anymore. High refresh rates/ULMB/Gsync, etc. is discussed to death and there's tons of great options for monitors for PCs (which is one of the few applications where you can get video output of greater than 60hz). So while I'm aware of great options for PC gaming, it eludes me as to what kind of display would be most ideal for an Analogue NT Mini, or any other fixed 1920x1080 60hz signal for that matter. (Ex: Any classic console hooked up through a Micomsoft XRGB Framemeister, modern consoles like PS3, Wii, Xbox360, or live HDMI feed out of a camera/camcorder recording at 1080p@60hz, like a GoPro, etc.)
My understanding is this:
- If you run a display in a non-native resolution, you'll encounter extra display processing lag and possibly display interpolation, leading to a larger overall input lag.
- This regularly happens even if the input's resolution is a perfect scale of the display's resolution. (ex: 1280x720 input on a native 2560x1440 display or 1920x1080 input on a native 3840x2160 display will encounter additional display processing lag despite integer scaling being possible.)
- If you run a display at a lower refresh rate than its native refresh rate, pixel response times will be higher (than pixel response times seen at its native refresh rate), leading to more motion blur.
- If you run a TV as opposed to a monitor, even with "Game Mode" (or the like) enabled, you'll still regularly see higher input lag than a PC monitor equivalent with the same native resolution and refresh rate.
- If you run a display with anything but TN-based panel technology, pixel response times will be poorer (to an extent) due to nuances related to the panel technology, leading to marginally worse motion blur.
Additionally, are there even any monitors that support ULMB for 60hz inputs? (Understandably it adds a few ms of input lag, but would like to have this as an option in the event that it works out well games that aren't particularly fast-paced, such as a turn-based RPG, like Final Fantasy 6, on a classic console.) And if not, is there any kind of device on the market that could take a 60hz signal and interleave black frames in-between source frames, as a pseudo-ULMB function, to reduce display persistence as it outputs a 120hz/240hz signal? (This could then open up 1920x1080 120hz/240hz monitors as much more palatable options as it would then be receiving a signal at native refresh rates.)
I have found resources such as this: https://displaylag.com/display-database/, but I cannot vouch for its accuracy. It reports IPS-type monitors as having 9ms of input lag, which while possible as IPS panels result in worse pixel response times (not necessarily input lag which is a different thing), I can't vouch for its authenticity, nor does the list make any mention of motion blur testing.
Thanks for any advice or experience you can share.