G-Sync & ULMB Usable at the same time! (Demoed on XB252Q)

Breaking news in the gaming monitor industry! Press releases, new monitors, rumors. IPS, OLED, 144Hz, G-SYNC, Ultrawides, etc. Submit news you see online!
User avatar
Chief Blur Buster
Site Admin
Posts: 7546
Joined: 05 Dec 2013, 15:44
Location: Toronto, Ontario, Canada
Contact:

Re: G-Sync & ULMB Usable at the same time! (Demoed on XB252Q

Post by Chief Blur Buster » 25 Nov 2017, 21:27

click4dylan wrote:I just did this with my 240Hz, and I don't see the point. If i go below the refresh rate in FPS, I get constant black flickering, making gsync useless.
It doesn't work well for all games.
It's very bad in some games, but one has to understand what situations where it works well, and where it doesn't work well.

First, make sure you're able to you weild ULMB sword correctly without VRR. Then adding GSYNC+ULMB is a more complex sword to wield, but it is quite useful for the following:

-- GSYNC+ULMB should instead be treated like an improved low-lag strobed "VSYNC ON" mode that is framedrop-resistant (if you keep >100fps)
-- Put game on SSD instead of HDD to prevent disk-load flickering of VRR strobing
-- Make sure game is running at 100fps or faster most of the time. You want a 100fps-144fps VRR range, not a 30fps-144fps VRR range, when enabling strobed 144Hz VRR (ULMB+G-SYNC). The widest tolerable range is roughly ~60fps-144fps or ~75fps-144fps, since any lower framerates will flicker extremely uncomfortablye. We recommend no less than 100fps, however, so adjust your game so it never dips below 100fps, for fully enjoyable strobed ULMB.
-- Do not use VSYNC OFF with G-SYNC. ULMB works best with flat-out full-framerate VSYNC ON. (for the "supersmooth CRT motion clarity, Nintendo-smooth, butter-smooth, Sega-arcade-smooth, type of microstutter-free motion")
-- ULMB doesn't work well with crosshairs games or fixed-gaze tactics. It works better in games that forces you to fluidly move your eyes all over the screen (e.g. eye tracking in Rocket League, eye tracking during slow-turns in FPS (in FPS games where that tactic makes sense), low-altitude highspeed helicoptor flybys, etc). ULMB+G-SYNC is no different, you want to stick to games that forces eye-tracking tactics -- that's where ULMB gives you bigger competitive advantage. (This post explains why ULMB doesn't help crosshairs-gaze situations)

It looks wonderful too for custom ULMB fixed framerates too, such as emulators (strobed 60Hz at low-lag) and Quake type games (strobed 125Hz). G-SYNC is also good for low-lag custom frame rates.

Strobed VRR is good when you wield this (more complicated) sword correctly. Unfortunately, not all games play well for strobed VRR (ULMB + GSYNC). Remember to use a frame rate cap with G-SYNC, such as RivaTuner/RTSS 140fps -- to prevent sudden input-lag changes and to prevent apperance of tearing (e.g. if you're combining VRR with VSYNC OFF).

Remember, ULMB amplifies visibility of microstuttering. So use "high-consistent" framerates with ULMB. However, enabling VRR with ULMB, can make ULMB more forgiving of brief framedrops and slowdowns (e.g. 100-144fps range) in a fully micrstutter-free way with single-images (TestUFO-smooth motion in games). It also is important to use a very smooth 1000 Hz mouse with strobing, as mouse microstutters are also amplified with strobed modes (ULMB).
Head of Blur Busters - BlurBusters.com | TestUFO.com | Follow @BlurBusters on Twitter

       To support Blur Busters:
       • Official List of Best Gaming Monitors
       • List of G-SYNC Monitors
       • List of FreeSync Monitors
       • List of Ultrawide Monitors

Post Reply