Benq XL2411Z lightboost?

Ask about motion blur reduction in gaming monitors. Includes ULMB (Ultra Low Motion Blur), NVIDIA LightBoost, ASUS ELMB, BenQ/Zowie DyAc, Turbo240, ToastyX Strobelight, etc.
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AstroBenny
Posts: 1
Joined: 11 Aug 2015, 15:24

Benq XL2411Z lightboost?

Post by AstroBenny » 11 Aug 2015, 15:26

I was wondering what the difference was between lightboost and the ULMB setting on my Benq XL2411Z? Is ULMB the same as lightboost?

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

Re: Benq XL2411Z lightboost?

Post by Falkentyne » 11 Aug 2015, 16:39

ULMB is basically lightboost 2.0--an official way of enabling blur reduction on gsync monitors and is only available on gsync monitors and an Nvidia video card. The XL2411Z does NOT have ULMB.
Please read about Lightboost in the main blur busters page in one of the articles there as it explains everything completely for you. But tl;dr version is it was designed for 3d glasses and improving the quality of 3d gaming with motion blur reduction, and allowing increasing the brightness "Lightboost" (thus the name) setting to get a brighter image at the expense of less blur reduction.

Lightboost in 2D was basically a side effect of keeping lightboost enabled at all times, when it was designed for shutter glasses. Then people found out you could get motion blur free gaming in 2D games with it.

What you are otherwise referring to is benq blur reduction, which is similar to Lightboost, except you aren't locked to an Nvidia card (it's fully monitor based so it works with any operating system or computer or game console) and you maintain full control over the color and gamma settings.

The one--and only advantage of lightboost over benq blur reduction is much lower overdrive artifacts, due to a lower overdrive level being used (this is set directly by the lightboost parameters instead of the Benq AMA parameters, aka "per line overdrive"). The Benq AMA settings for benq blur reduction are designed for the lowest input lag and are far too aggressive, causing a lot of RTA artifacts and inverse overshoot.

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