Theory, how to do G-Sync with reduced blur
Posted: 18 Apr 2014, 08:01
If I had a choice, I'd prefer to reduce tearing/stutter than motion blur. My rig has an Nvidia GTX 690 card so I can game with ultra settings at 60 fps, using smooth vsync to eliminate tearing. However, I also greatly dislike motion blur. So, I was thinking about how I can reduce tearing, stutter, and motion blur at 60fps....all while gaming at Ultra. (I can't game at ultra above 60 fps normally)
1) I could get the 27" BenQ Z display and enable strobing. I hear I can do strobing at 60 hz. If I smooth vsync my display at 60 fps and do 60hz refresh rates, with strobing at 60 hz, this would in theory reduce motion blur, tearing, and stuttering....all at 60 fps with Ultra settings. So this solves my problem? Strobing hurts image quality and brightness I hear, which I don't like.
How well does strobing work on the BenQ Z monitor at 60fps/hz? If the image quality is okay and the LED isn't too dim, I might go with this option.
2) Alternatively, what if a display had G-sync to eliminate the tearing and stuttering at variable rates....AND this display had motion blur reduction via insertion of an interpolated frame in between real frames?....this is how many TVs reduce motion blur. This could do an okay job at reducing motion blur and u get the benefits of G-sync. The main downside is that insertion of the interpolated frame could create a slight lag (which occurs when I game on my Samsung tv). This lag isn't that bad though for the most part.
Are there any high quality monitors that do motion blur reduction like this through artificially high refresh rates?
Or, instead of relying on the display to reduce motion blur, the graphics card could output variable frame rates between 30 and 60fps but then insert the interpolated frame in between using a quick method that doesn't tax the GPU....and display this all on a fast 120hz monitor that has gsync enabled. This would eliminate the input lag but reduce real frame rates since the GPU is taxed more. This is possible?
3) I actually sometimes game on my TV which is "240 hz". It uses the frame insertion technique to reduce blur. With smooth vsync enabled it has no tearing, stuttering, and low motion blur. But, TVs aren't meant for gaming, thus there is the slight input lag issue and other issues due to the fact that the tv isn't meant for gaming. But, the image quality, color, and brightness are far far better than with a computer display (that is non IPS). So far I think I'm just going to stay with this solution....until something better comes along.
It appears that the artificially high refresh rate doesn't reduce motion blur as well as strobing....but may do an adequate job at 60fps.
4) If they can figure out how to do both gsync and strobing at the same time at 60fps/hz....but I'm not sure what would happen to image quality and brightness. Is strobing effective at 60fps/hz?
1) I could get the 27" BenQ Z display and enable strobing. I hear I can do strobing at 60 hz. If I smooth vsync my display at 60 fps and do 60hz refresh rates, with strobing at 60 hz, this would in theory reduce motion blur, tearing, and stuttering....all at 60 fps with Ultra settings. So this solves my problem? Strobing hurts image quality and brightness I hear, which I don't like.
How well does strobing work on the BenQ Z monitor at 60fps/hz? If the image quality is okay and the LED isn't too dim, I might go with this option.
2) Alternatively, what if a display had G-sync to eliminate the tearing and stuttering at variable rates....AND this display had motion blur reduction via insertion of an interpolated frame in between real frames?....this is how many TVs reduce motion blur. This could do an okay job at reducing motion blur and u get the benefits of G-sync. The main downside is that insertion of the interpolated frame could create a slight lag (which occurs when I game on my Samsung tv). This lag isn't that bad though for the most part.
Are there any high quality monitors that do motion blur reduction like this through artificially high refresh rates?
Or, instead of relying on the display to reduce motion blur, the graphics card could output variable frame rates between 30 and 60fps but then insert the interpolated frame in between using a quick method that doesn't tax the GPU....and display this all on a fast 120hz monitor that has gsync enabled. This would eliminate the input lag but reduce real frame rates since the GPU is taxed more. This is possible?
3) I actually sometimes game on my TV which is "240 hz". It uses the frame insertion technique to reduce blur. With smooth vsync enabled it has no tearing, stuttering, and low motion blur. But, TVs aren't meant for gaming, thus there is the slight input lag issue and other issues due to the fact that the tv isn't meant for gaming. But, the image quality, color, and brightness are far far better than with a computer display (that is non IPS). So far I think I'm just going to stay with this solution....until something better comes along.
It appears that the artificially high refresh rate doesn't reduce motion blur as well as strobing....but may do an adequate job at 60fps.
4) If they can figure out how to do both gsync and strobing at the same time at 60fps/hz....but I'm not sure what would happen to image quality and brightness. Is strobing effective at 60fps/hz?