NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Ask about motion blur reduction in gaming monitors. Includes ULMB (Ultra Low Motion Blur), NVIDIA LightBoost, ASUS ELMB, BenQ/Zowie DyAc, ToastyX, black frame insertion (BFI), and now framerate-based motion blur reduction (framegen / LSS / etc).
bbuser
Posts: 5
Joined: 25 Jan 2026, 14:18

Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by bbuser » 26 Jan 2026, 21:27

SirParcival wrote:
26 Jan 2026, 20:40
Wake me when anyone starts talking about real lived experience with ANY of these monitors, instead of just arguing in circles about how 0.1ms matters.

I'm a drummer, I can feel the diff between <5ms and >5ms but that's about it. Ask any other professional musician that uses software plugins through ASIO, you'll hear the same answer.

If you're seriously arguing over less than 1 frame at 240hz then you're just 100% full of it.

Back to the COLORS of these monitors! ANYONE!? Anyone who's actually used one of them?

How do they stack against OLED?

How do they stack against TN?

These are RELEVANT things to be talking about in the #1 resource for discussing these new Pulsar monitors currently on the internet.
Doesn't come close to OLED in colours, and why would you buy this display over a 500Hz OLED if that's your primary purchasing reason.

This display is a good IPS monitor, and motion clarity beats 500Hz OLED and is brighter than my OLED as well in SDR, I think it's of acceptable quality and is a great "Motion Clarity 1st" VRR monitor.

I've left my monitor at 90Hz or higher pulsar so hope the 48Hz firmware works, otherwise lossless scaling is the way to go.

whitespider999
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by whitespider999 » 26 Jan 2026, 22:02

SirParcival wrote:
26 Jan 2026, 20:40
Wake me when anyone starts talking about real lived experience with ANY of these monitors, instead of just arguing in circles about how 0.1ms matters.

I'm a drummer, I can feel the diff between <5ms and >5ms but that's about it. Ask any other professional musician that uses software plugins through ASIO, you'll hear the same answer.

If you're seriously arguing over less than 1 frame at 240hz then you're just 100% full of it.

Back to the COLORS of these monitors! ANYONE!? Anyone who's actually used one of them?

How do they stack against OLED?

How do they stack against TN?

These are RELEVANT things to be talking about in the #1 resource for discussing these new Pulsar monitors currently on the internet.
I agree. And good point.Also, one thing i've noticed is that a fair few people on here and downplaying pulsar because their specific area of interest is done better in another model - at the cost of most another aspects not being strong, such as brightness, colours, VRR, crosstalk, etc. What's not really registered is that pulsar is a confluence of aspects, accessibility, and engineering that may not always present at face level, just like how many did not realize the module-level-gsync had a subtle yet serious edge when it was released. Pulsar is trying to solve a large number of deficits that get in the way of both motion fidelity, accessibility, brightness, colour, etc. Instead of taking a step back and looking at how these aspects are co-existing, which should be a interesting area of focus imo, we have a specific focus being the "everything".

bobbie424242
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by bobbie424242 » 27 Jan 2026, 08:27

Will probably somewhat of an unpopular opinion going against the wind here, but I think that the race to monitors reaching crazy high refresh rates is unsustainable (think 500+ but I would put it at 240/360+ even) for the sake of motion clarity and Pulsar is excellent technology for alleviating the need of 1000 Hz monitors or what have you. And this is just the beginning with Pulsar likely being refined further.
Most modern games (let alone your usual AAA) cannot run at 500+ Hz (and more often than not, much lower than that). And to reach high framerates, AAA need frame gen, which has its own compromises. Pushing crazy high framerates in current games require a monster CPU and GPU, and even with that it reaches a limit at some point. It seems like totally brute forcing the problem, requiring massive wattages.
There has to be a solution to that race to insane refresh rates. Pulsar seems to be the beginning of it although it is LCD only. Frame gen and upscaling (DLSS, ...) are also part of the solution.

brownvim
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Joined: 22 Jun 2020, 04:15

Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by brownvim » 27 Jan 2026, 09:05

SirParcival wrote:
26 Jan 2026, 20:40
Back to the COLORS of these monitors! ANYONE!? Anyone who's actually used one of them?

How do they stack against OLED?

How do they stack against TN?

These are RELEVANT things to be talking about in the #1 resource for discussing these new Pulsar monitors currently on the internet.
I have the Acer Predator XB273UF5.

Its sitting next to an OLED AW3423DW, the monitor is colour calibrated at factory so I guess that helps. general web browsing colours look ok. But if your talking about colours in games for peak highlights HDR or really good blacks for shadow detail its really bad (IPS). The image doesn't pop like an OLED. Also with it being a matt screen it looks worse next to a glossy OLED.

Never had a TN panel so cant help.
liquidshadowfox wrote:
22 Jan 2026, 17:13
The crosstalk looks bad only while Gsync pulsar is compensating for the FPS to stabilize, the moment the FPS is stable, it looks incredibly clear.
Im getting issues with Black Myth Wukong, when running it above 140fps the clarity is great. but around 75-90fps i get loads of double image crosstalk. im struggling to narrow it down to DLSS or is it the monitor. have you had experience of no double images around the 75hz-90hz range?

liquidshadowfox
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by liquidshadowfox » 27 Jan 2026, 09:43

bobbie424242 wrote:
27 Jan 2026, 08:27
Will probably somewhat of an unpopular opinion going against the wind here, but I think that the race to monitors reaching crazy high refresh rates is unsustainable (think 500+ but I would put it at 240/360+ even) for the sake of motion clarity and Pulsar is excellent technology for alleviating the need of 1000 Hz monitors or what have you. And this is just the beginning with Pulsar likely being refined further.
Most modern games (let alone your usual AAA) cannot run at 500+ Hz (and more often than not, much lower than that). And to reach high framerates, AAA need frame gen, which has its own compromises. Pushing crazy high framerates in current games require a monster CPU and GPU, and even with that it reaches a limit at some point. It seems like totally brute forcing the problem, requiring massive wattages.
There has to be a solution to that race to insane refresh rates. Pulsar seems to be the beginning of it although it is LCD only. Frame gen and upscaling (DLSS, ...) are also part of the solution.
So that point of 1000 hz monitors or higher isn't necessarily to run games natively at high refresh but rather using software based algorithms (some showcased by blur buster chief himself) to use that headroom of high refresh rate to make lower refresh content "look faster". For example, he mentioned there would be a way to make VRR + BFI/CRT shader work once we hit 1000 hz oled. I don't know if it would be a situation where we'd give up some raw refresh rate in exchange for a VRR range where everything looks crystal clear. Personally I think 500 hz is past diminishing returns but I notice it, most people won't notice anything past 240 hz in terms of smoothness and backlight strobing is the only way to get a big jump in motion clarity.

liquidshadowfox
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Joined: 05 Nov 2020, 14:03

Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by liquidshadowfox » 27 Jan 2026, 09:46

brownvim wrote:
27 Jan 2026, 09:05
SirParcival wrote:
26 Jan 2026, 20:40
Back to the COLORS of these monitors! ANYONE!? Anyone who's actually used one of them?

How do they stack against OLED?

How do they stack against TN?

These are RELEVANT things to be talking about in the #1 resource for discussing these new Pulsar monitors currently on the internet.
I have the Acer Predator XB273UF5.

Its sitting next to an OLED AW3423DW, the monitor is colour calibrated at factory so I guess that helps. general web browsing colours look ok. But if your talking about colours in games for peak highlights HDR or really good blacks for shadow detail its really bad (IPS). The image doesn't pop like an OLED. Also with it being a matt screen it looks worse next to a glossy OLED.

Never had a TN panel so cant help.
liquidshadowfox wrote:
22 Jan 2026, 17:13
The crosstalk looks bad only while Gsync pulsar is compensating for the FPS to stabilize, the moment the FPS is stable, it looks incredibly clear.
Im getting issues with Black Myth Wukong, when running it above 140fps the clarity is great. but around 75-90fps i get loads of double image crosstalk. im struggling to narrow it down to DLSS or is it the monitor. have you had experience of no double images around the 75hz-90hz range?
As mentioned before in this thread (I know it's pretty long already) these initial gsync pulsar monitors have a bug at low refresh rates currently. If you turn on the FPS graph built into the monitor, you'll notice the monitor is activating LFC (low framerate compensation) at fps below 95 (or 93) fps where it'll double frames and the strobe will be "off" as a result. So 80 fps doubles to 160 fps but it's strobing at the wrong timing which leads to the crosstalk. They said they are working on fixing this in the next firmware update along with adding support down to 48 fps so I can only assume that low fps pulsar will only look more consistent after this update is released but we will have to wait and see.

brownvim
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by brownvim » 27 Jan 2026, 10:34

Thanks, hopefully the firmware updates makes this range usable.

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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by Chief Blur Buster » 27 Jan 2026, 11:59

brownvim wrote:
27 Jan 2026, 10:34
Thanks, hopefully the firmware updates makes this range usable.
I am awaiting this too!

I'll report my findings once I've got a sample working with a 60Hz-compatible firmware.

For those who can't wait; the important deets which I obviously will write in my obvious "60fps Pulsar" tests article on main blurbusters website. I've told NVIDIA I will wait for the firmware before I publish my special edition piece. I don't compete with monitor reviewers who use my display-testing inventions but it is worthy of a special edition piece (like GSYNC101 but smaller).
  • Pulsar is best bar none for VRR-Strobe. VRR-strobe crosstalk lower than any VRR-strobe competition (ELMB Sync, AIM Stabilizer Sync).
  • Pulsar is to 25% frametime pulsewidth. (Same as "Lightboost 100%" and default ULMB which is about 25% pulsewidth)
  • You can't adjust pulsewidth. So you can't get PureXP-like or LightBoost10%-like pulsewidths. No plan for firmware upgrade.
  • It will begin to double strobe at below min-Hz. The purpose is anti-flicker mitigation to prevent accidentally searing eyes.
  • You have VRR-strobe stiction at the bottom 15fps of range. A frametime spike will turn off Pulsar strobe until 15fps-above min strobe. This is a flicker-mitigation filter, but will affect anytime you want to do a frame rate cap too close to the bottom-end of your single-strobed-VRR range.
  • Firmware upgrade coming for 60Hz single-strobe capability.
I have sent a suggestion to NVIDIA to ask them to make the stiction effect adjustable, so that frame rate caps are reliable near bottom-end of VRR range. As it stands now:
  1. Someone sets Pulsar min-Hz to 75Hz
  2. Someone caps a game to 80fps
  3. If there's a frametime spike, Pulsar goes into emergency flicker-mitigation mode and double-strobes.
  4. It stays stuck double-strobing until 75fps + 15fps = ~00fps
  5. Therefore, you're stuck at doublestrobe at 80fps thereafter.
The suggestion I sent to NVIDIA is to have a Pulsar menu toggle:

Code: Select all

MENU [Optimize Anti Flicker Recovery]:   

- "High Framerates/Normal Recovery (Recommended)" (15fps stiction)
- "Low Framerates/Fast Recovery (Capped Content)" (2fps stiction)
- "Custom" (let user adjust a fps margin slider)
Hopefully NVIDIA heeds my suggestion; because I admonished the large number of capped 60fps use cases.

Guesstimate this will be a February piece, but wouldn't be surprised if the piece slides to March. Everybody knows Blur Busters famously runs on Valve time. That's cuz I can only do so many blur busting battles simultaneously such as CRT simulator or TestUFO 3.0 and other initiatives. Cheers!
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liquidshadowfox
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by liquidshadowfox » 27 Jan 2026, 13:02

Chief Blur Buster wrote:
27 Jan 2026, 11:59
brownvim wrote:
27 Jan 2026, 10:34
Thanks, hopefully the firmware updates makes this range usable.
I am awaiting this too!

I'll report my findings once I've got a sample working with a 60Hz-compatible firmware.

For those who can't wait; the important deets which I obviously will write in my obvious "60fps Pulsar" tests article on main blurbusters website. I've told NVIDIA I will wait for the firmware before I publish my special edition piece. I don't compete with monitor reviewers who use my display-testing inventions but it is worthy of a special edition piece (like GSYNC101 but smaller).
  • Pulsar is best bar none for VRR-Strobe. VRR-strobe crosstalk lower than any VRR-strobe competition (ELMB Sync, AIM Stabilizer Sync).
  • Pulsar is to 25% frametime pulsewidth. (Same as "Lightboost 100%" and default ULMB which is about 25% pulsewidth)
  • You can't adjust pulsewidth. So you can't get PureXP-like or LightBoost10%-like pulsewidths. No plan for firmware upgrade.
  • It will begin to double strobe at below min-Hz. The purpose is anti-flicker mitigation to prevent accidentally searing eyes.
  • You have VRR-strobe stiction at the bottom 15fps of range. A frametime spike will turn off Pulsar strobe until 15fps-above min strobe. This is a flicker-mitigation filter, but will affect anytime you want to do a frame rate cap too close to the bottom-end of your single-strobed-VRR range.
  • Firmware upgrade coming for 60Hz single-strobe capability.
I have sent a suggestion to NVIDIA to ask them to make the stiction effect adjustable, so that frame rate caps are reliable near bottom-end of VRR range. As it stands now:
  1. Someone sets Pulsar min-Hz to 75Hz
  2. Someone caps a game to 80fps
  3. If there's a frametime spike, Pulsar goes into emergency flicker-mitigation mode and double-strobes.
  4. It stays stuck double-strobing until 75fps + 15fps = ~00fps
  5. Therefore, you're stuck at doublestrobe at 80fps thereafter.
The suggestion I sent to NVIDIA is to have a Pulsar menu toggle:

Code: Select all

MENU [Optimize Anti Flicker Recovery]:   

- "High Framerates/Normal Recovery (Recommended)" (15fps stiction)
- "Low Framerates/Fast Recovery (Capped Content)" (2fps stiction)
- "Custom" (let user adjust a fps margin slider)
Hopefully NVIDIA heeds my suggestion; because I admonished the large number of capped 60fps use cases.

Guesstimate this will be a February piece, but wouldn't be surprised if the piece slides to March. Everybody knows Blur Busters famously runs on Valve time. That's cuz I can only do so many blur busting battles simultaneously such as CRT simulator or TestUFO 3.0 and other initiatives. Cheers!
Very interesting read, this makes me believe someone should modify that dynamic riva tuner fps cap (based on load) to take into account FPS spikes and possibly change the fps cap to allow the stiction effect to go away before re-calculating the fps cap for stability. I've had situations where I'm playing at high fps (between 200 fps - 300 fps) and sometimes it really takes a bit for the stiction effect to go away (which I've been fighting by capping the FPS lower but then when the fps spike hits, it seems more detrimental vs having a higher fps cap). I would think nvidia would develop a version of reflex specifically for pulsar where it tries to dynamically change the fps cap to mitigate the stiction effect, as it stands now many games that I play with Vsync on + Gsync on + Ultra low latency mode/Reflex on the FPS is never consistent enough to take advantage of gsync pulsar, it's almost like we have to go against nvidia's reflex just to get good frame times when it's required for things like frame gen to work well. This is all assuming I'm understand you correctly chief.

passballtotucker
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Re: NVIDIA G-Sync Pulsar monitor - Asus ROG Strix XG27AQNGV

Post by passballtotucker » 27 Jan 2026, 13:25

Chief Blur Buster wrote:
27 Jan 2026, 11:59
brownvim wrote:
27 Jan 2026, 10:34
Thanks, hopefully the firmware updates makes this range usable.
I am awaiting this too!

I'll report my findings once I've got a sample working with a 60Hz-compatible firmware.

For those who can't wait; the important deets which I obviously will write in my obvious "60fps Pulsar" tests article on main blurbusters website. I've told NVIDIA I will wait for the firmware before I publish my special edition piece. I don't compete with monitor reviewers who use my display-testing inventions but it is worthy of a special edition piece (like GSYNC101 but smaller).
  • Pulsar is best bar none for VRR-Strobe. VRR-strobe crosstalk lower than any VRR-strobe competition (ELMB Sync, AIM Stabilizer Sync).
  • Pulsar is to 25% frametime pulsewidth. (Same as "Lightboost 100%" and default ULMB which is about 25% pulsewidth)
  • You can't adjust pulsewidth. So you can't get PureXP-like or LightBoost10%-like pulsewidths. No plan for firmware upgrade.
  • It will begin to double strobe at below min-Hz. The purpose is anti-flicker mitigation to prevent accidentally searing eyes.
  • You have VRR-strobe stiction at the bottom 15fps of range. A frametime spike will turn off Pulsar strobe until 15fps-above min strobe. This is a flicker-mitigation filter, but will affect anytime you want to do a frame rate cap too close to the bottom-end of your single-strobed-VRR range.
  • Firmware upgrade coming for 60Hz single-strobe capability.
I have sent a suggestion to NVIDIA to ask them to make the stiction effect adjustable, so that frame rate caps are reliable near bottom-end of VRR range. As it stands now:
  1. Someone sets Pulsar min-Hz to 75Hz
  2. Someone caps a game to 80fps
  3. If there's a frametime spike, Pulsar goes into emergency flicker-mitigation mode and double-strobes.
  4. It stays stuck double-strobing until 75fps + 15fps = ~00fps
  5. Therefore, you're stuck at doublestrobe at 80fps thereafter.
The suggestion I sent to NVIDIA is to have a Pulsar menu toggle:

Code: Select all

MENU [Optimize Anti Flicker Recovery]:   

- "High Framerates/Normal Recovery (Recommended)" (15fps stiction)
- "Low Framerates/Fast Recovery (Capped Content)" (2fps stiction)
- "Custom" (let user adjust a fps margin slider)
Hopefully NVIDIA heeds my suggestion; because I admonished the large number of capped 60fps use cases.

Guesstimate this will be a February piece, but wouldn't be surprised if the piece slides to March. Everybody knows Blur Busters famously runs on Valve time. That's cuz I can only do so many blur busting battles simultaneously such as CRT simulator or TestUFO 3.0 and other initiatives. Cheers!
Do you think they will add the option to adjust pulsewidth for non-VRR strobing? This monitor gets very bright with pulsar so it definitely has the headroom and it would be great to have something like 8x motion clarity for 60fps.

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