tygeezy wrote: ↑26 Dec 2020, 14:03
Keep in mind if you’re playing the windows store version you need to make sure that gsync is enabled for windowed mode since full screen exclusive isn’t available for that version of the game.
Yes oled vrr seems even more sensitive to frame time variance flicker than lcd. Perhaps it’s because of its ultra fast response time?
Microsoft Store games use Windows 10's FSO-style borderless/fullscreen hybrid mode that G-SYNC considers exclusive fullscreen, so the borderless/window G-SYNC mode need not be engaged for G-SYNC to work in that game.
I just checked again, and I experienced no flicker in that scenario, as my frametimes were steady enough with my specs in this particular game to avoid it in that instance. I also confirmed it was in VRR mode with the hidden CX menu.
As for why OLED does this, according to LG, the gamma curve is set for a fixed refresh of 120Hz, and when it deviates during VRR operation, the gamma fluctuates, creating flicker:
https://www.oled-a.org/lgersquos-48rdqu ... _9620.html
Gamma for OLED is optimized and fixed for 120Hz by establishing a fixed charging time for OLED sub-pixels. VRR is used when the frame rate is less than 120 Hz. When the OLED TV uses framerates less than 120Hz, the gamma curve is inconsistent with the frame rate. For example, a 40Hz frame rate is longer than 120Hz frame rate. Therefore, the lower frame rates results in sub pixels that are overcharged, causing flickering of dark gray images, which is noticeable for dark images rather than bright ones, because human eyes are more sensitive to low gray colors. LGD will likely solve this problem establishing multiple gamma curves optimized for lower frame rates.
Basically, while OLED doesn't need variable overdrive like an LCD does during VRR operation to reduce overdrive artifacts, it apparently needs something very similar, that being variable gamma adjustments per Hz to avoid flicker near black.